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Jan/Feb1981 



Volume 1 , Number 1 



$2.50 (USA) 
£1.20 (UK) 



The magazine for Sinclair ZX80 users 




Games for the ZX8 
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The magazine for Sinclair ZX80 users 




i_jn 




January/February 1981 



Volume 1 , Number 1 



2 

4 

8 

12 

13 

13 
14 

16 

18 

19 
20 



Interview With Ciive Sinclair Aht 

Past, present and future of Sinclair Research 

Sinclair ZX80 Tebbutt 

An in-depth review of the ZX80 

Building a MicroAce McLaughlin 

The times, they are a changing 

Hurkle McLaughlin 

Search for the beastie on a 1 x 1 grid 

Converting F rom Other Basics Lubar 

FOR-NEXT loops 

Editorial Lubar 

Dealing Out a Conversion Lubar 

How we converted a program 

Acey Ducey Lubar 

The popular card game for the ZX80 

Nicomacus Ahl& McLaughlin 

An ancient "boomerang" puzzle 

A Weekend With the ZX80 Singer 

The SNYC Challenge Stein 

Can you fit Hammurabi into the ZX80? 



22 

24 
26 
30 

32 

34 

38 

39 
39 
40 
42 
45 
46 



Random Graphics McGath 

Diagrams and pictures on the ZX80 

ZX80 Circuit Diagram and Specs 

Crash Cursor— Origin Truman 

Castle Doors Horton 

Cyclops, dragons, witches and zombies 

Draw a Picture Branch 

Faces, dogs and flowers 

Dollars & Cents, Pounds & Pence Gaunt 

Handling decimal numbers on the ZX80 

LED Load Monitor Bridges 

A perfect load and read every time 

New Peripherals for ZX80 

30 Programs for the ZX80- A Review Lubar 

Linsac's Game Packs— A Review Stein 

Resources for ZX80 and MicroAce Staff 

Sync Reader Survey 

Glossary of Computer Terms Staff 



Staff 



Publisher/ Editor-in-Chief 

Editorial Director 

Managing Editor 

Associate Editor 

Secretary 

Production Manager 

Typesetter 

Financial Coordinator 

Bookkepper 

Customer Service 

Order Processing 



Circulation 



David II. Ahl 

George Blank 

Jonathan A. Stein 

David Lubar 

Elizabeth Magin 

Laura McKenzie 

Jean Ann Vokoun 

William I . Baumann 

Patricia Kenneth 

Patricia Brown 

Alan Kelly 

Dorian Snipes 

Joan Swihart 

Suzanne Guppy 

Frances Miskovich 

Dorothy Staples 



Index to Advertisers 



Advertiser 


Page 


Computer Coin Games 


23 


Computer Music Record 


29 


Creative Computing 


Cover 3 


K. Macdonakl 


19 


La mo Lem 


Cover 2 


Linsac 


7 


Melbourne House 


29 


MicroAce 


Cover 4 


Sinclair 


17 


SYNC Magazine 


44 


SYNCT-Shirts 


37 



Volume 1, Number 1 



SYNC is published bi-monthly by SYNC, 39 East 
Hanover Ave., Morris Plains, NJ 07950, 

Subscriptions in USA: 6 issues S10; 12 issues S18; 
18 issues $24. UK and foreign airmail subscrip- 
tions: 6 issues £l0; 12 issues £l8; 18 issues £25. 
Send subscription orders or change of address 
(P.O. Form 3575) to SYNC, 39 E. Hanover Ave., 
Morris Plains, NJ 07950. Call 800-631-8112 toll- 
free (in NJ, 201-540-0445) to order a subscription. 

Controlled circulation pending at New Berlin, 

Wisconsin. 

Copyright 1981 by Creative Computing. All rights 
reserved. Reproduction prohibited in any form. 
Printed in USA. 



Jan/Feb 1981 



1 




Interview with 
Clive Sinclair 



David Ahl 



Clive Sinclair is the man behind the 
first mass pocket calculator, the first 
scientific calculator kit and, now, a mass- 
market computer. I talked to Clive while 
in London at the PC W show. 

Ahl: How did you get started in the elec- 
tronics business? 

Sinclair: 1 started in 1962 when I first came 
to Sinclair Radionics. We were in the kit 
business with hi fi systems and pocket 
calculators, (we made the first pocket 
calculator which is on display in the 
Museum of Modern Art in New York). 
From there we went into digital watches 
and TV sets and for a while we were linked 
with a government body in the U.K. At this 
point 1 left, as this arrangement did not 
work out too well. I took the same people 
with me and reformed the company as 
Sinclair Research Ltd. and launched the 
personal computer. 

Ahl: Does Sinclair Radionics and its 

products still exist? 

Sinclair: Only as a legal entity, but it 
doesn't trade. 

Ahl: So effectively today your main pro- 
duct is ZX80? 

Sinclair: I hat's right, but it's not our main 
research program. Our biggest research 
development program is on flat screen 

television. 

Ahl: Have you shown that at all? Or proved 

its capability 

Sinclair: Yes we have. We are at the stage 
where we have demonstrated it and will be 
doing so again later this year. We have 
pilot production and hope to shortly be at 
the next stage. 
Ahl: What type of technology is used? 

Sinclair: It is a flat screen Cathode Rav 
Tube. 



Reprinted with permission from Creative 
Computing, December 1980. 



Ahl: Does it have electron guns? 
Sinclair: It has a conventional electron 
gun, but instead of the beam following a 
straight path, it bends to a right angle and 
it splits the screen. 

Ahl: Is it monochrome or could it be color? 

Sinclair: It is monochrome today, but 
eventually it will be color. We will pursue 
that. 

Ahl: That sounds very interesting. Sharp 
had shown one about two years ago which 
provoked much interest in the electronics 
community but nothing ever came of it. 
Today it doesn't look like they are any 
closer to a commercial product than two 
years ago. 

The philosophy of the 
company is very clear- 
to lead in technology. 

Sinclair: What Sharp showed was an early 
development model of vertical projection, 
which, novel as it was, was a long way 
from a commercial product. But that is not 
the case with ours. Ours gives a picture 
which is not simply as good as a con- 
ventional Cathode Ray Tube, but it is 
better, and all the snags have been ironed 
out. 

Ahl: Do you anticipate that the price of 
this will be competitive with the existing 
technology? 

Sinclair: Absolutely. There is no way we 
would introduce something which cost 
more than existing technology. Not only 
does this have more feature advantages, 
it has price advantages over conventional 
technology. But in order to achieve this 
and because conventional tubes are made 
in such vast numbers, the only way it can 
be competitive is to have very large scale 
production. That is why it will take quite 
some time before the tube emerges. 



Ahl: About the ZX80; how long has that 
been in development? 
Sinclair: It started in March 1979 and it 
was put on the market in February 1980. 
Ahl: How many people were involved? It 
seems to be quite a breakthrough on 
many fronts. Did you have simultaneous 
projects going on to bring it to fruition? Or 
was it mainly you, or a small team of 
people? 

Sinclair: There were very few people in- 
volved really. 1 had the original idea and 
some of the system ideas. Then there were 
about two or three engineers who were in- 
volved in the detail and design; one 
engineer in particular did the final design 
and one wrote the software. 

Ahl: Some people look at it and conclude 
that it is no more than a larger computer 
scaled down to smaller dimensions, while 
others will look at it and think of it as one 
of those language translators with a little 
more capability. From glancing at the 
specifications and seeing it at the Con- 
sumer Electronics Show, I have the im- 
pression that it has much more capability 
than that and that it does not seem to be 
just a scaled down computer. What is your 
concept? How do you view the machine? 

Sinclair: While the ZX80 is a true com- 
puter in every sense, without any inherent 
limitations, it obviously was restricted in 
performance in its minimum configura- 
tion. We wanted to sell at as low a price 
as we possibly could, a computer upon 
which people could start to learn, really 
seriously, how to break into computers 
and how to really learn what computers 
were about. Now that might be an end in 
itself for many of them, but these may be 
executives who want to understand com- 
puting so when they buy computers for 
their firms or talk to people about the use 
of computers in their firms, they do so 
from a knowledgeable standpoint and they 
don't feel awed by it. Equally, we see it as a 
very powerful aid for students wanting to 

SYNC Magazine 



learn computing. But at the same time it is 
expandable. We have just announced a 
Basic for it — which is more of a pro- 
fessional Basic than the original one and a 
16K byte RAM pack for it at a very keen 
price, (around $100), so that it can be taken 
from the basic configuration to a really 
very powerful system at a very low cost. 
Hence our price will be somewhere 
around half the conventional competi- 
tions. I would make the point that in order 
to do this we have done everything in- 
house, i.e., in the way of anything having 
to be specially done we had to write our 
own Basic because we wanted to achieve 
performance in the Basic as it wasn't 
available on the existing Basics. 




Ahl: Is that Basic compatible with Micro- 
soft Basic or some other Basic on the 
market or has it got a lot of bells and 
whistles that make it incompatible with 
others? 

Sinclair: It is not compatible. It is our 
own. We had to take that step in order to 
achieve the bells and whistles that you 



mentioned and have those features that 
we feel are important to our customers. In 
order to hit our cost goal we had to do a 
better packing job than had been done be- 
fore. The ROM in our basic machine is 
just 4K bytes which contains everything — 
Basic, operating system, keyboard control 
and display I/O. Now there is no way we 
could have done all that with an off-the- 
shelf Basic. Furthermore, we then pack 
data into the RAM at least four times as 
tightly as anyone else. We would not have 
been able to do that unless we had 
our own Basic. Another thing that we 
wanted was keyword entries. You may 
have noticed that by pressing a certain 
key a keyword is entered. So there is very 
little for a non-typist to do. A lot of people 
are put off in the learning stages with 
having to type PRINT every time and 
abbreviations can be misleading. We felt 
this was very crucial and it is not in- 
cluded in standard Basics, so we had to 
choose to go away from the existing pat- 
terns. 

Ahl: Pertaining to the marketing of the 
ZX80, do you anticipate selling it through 
computer stores, department stores, or 
other types of outlets or through direct- 
mail as you have done with some of your 
other products? 

Sinclair: We are going to sell the computer 
by direct-mail in England and the U.S. 
There may come a time when store dis- 
tribution is possible, but you can't really 
distribute to a store until you have a much 
better informed public. A very large mail- 
order campaign may help do that, so it may 
be possible later to distribute to stores. 

Ahl: Many people buying computers to- 
day, particularly at this price level, are con- 
cerned with where or who can they go back 
to for service, particularly if they buy a 
machine by direct-mail. 

Sinclair: There are two points there: the 
first involves the product, the second is 
who to come back to for service. We have a 



permanent office in the States and we 
stand behind our product at all times. We 
haven't seen anything but I % or under \% 
failure rate in the field in the U.K. It is a 
very reliable product so we haven't got a 
serious problem. We operate with service 
contract houses and this is all part of the 
guarantee of the product. 

Ahl: Jumping back to the technical aspect 
of the ZX80, it appears that although now 
that it is designed for a power supply to be 
plugged into standard power, it could 
probably be battery operated and com- 
pletely portable. Is this in your plans? 

Sinclair: Yes it is. It has a very low power 
consumption and could certainly run for a 
reasonable time on batteries. Of course 
you need a battery T.V. set as well. 

Ahl: What about other peripherals, floppy 
disk, mass storage, printers etc.? Are they 
in the works? 

Sinclair: Yes they are, we have a floppy 
disk coming in about a month; the other 
items should be out the middle of next 
year. 

Ahl: How do you feel about other alterna- 
tive forms of mass storage? Some people 
have said that the bubble memory is 
coming down in price fast enough that it 
may in two or three years replace the 
floppy disk as a mass storage device. Do 
you think that's likely to happen? 

Sinclair: The price projections we see from 
manufacturers over the next two or three 
years don't suggest that to me. 

Ahl: What else would you like the world 
to know about you, the product, philos- 
ophy etc? 

Sinclair: The philosophy of the company 

is very clear to lead in technology. 
We've got a good start in this field and 
we plan to take as good a lead as we can. 
Some of the things we are developing, such 
as the flat TV screen, a truly portable s\s- 
tem, etc. are coming along too. Clearly we 
think these are things we can do. □ 



Jan/Feb 1981 




David Tebbutt 



Clive Sinclair has surprised the world with 
the launch of his attractive, hand -he Id 
personal computer. Costing less than $200, 
and plugging into a TV and cassette re- 
corder, some now suggest the ZX80 to 
represent the thin edge of a mass consumer 
market wedge. 




Introduction 

Sinclair Research set out to build a 
simple to use personal computer running 
Basic and capable of breaking the 
psychological price barrier of $200. Well, 
they succeeded with their ZX80. Why 
ZX80? No reason really except that it's 
based on an NEC copy of the Z80 pro- 
cessor chip . . . and it sounds nice. 

The machine is available by mail order 
only; there are no plans to sell it in stores — 
yet. The kit version is only available in the 
U.K.; in the U.S. the assembled version 
costs $200 and includes an AC power 
supply. 

The ZX80 is amazingly light, twelve 
ounces in fact, and easily held in one 
hand. The low weight is achieved through 
use of a moulded plastic casing just 
1mm thick. 

It connects quite happily to the tele- 

This article has been reprinted with the permis- 
sion of Personal Computer World, a British publi- 
cation covering the personal computer field. 
Since we cannot make frequent trips to England 
we keep aware of the latest British developments 
through magazines such as Personal Computer 
World, 

A one-year subscription to Pi W costs £8 in 
the UK or £22 in the USA (via air). Write Per- 
sonal Computer World. 14 Rathbone Place, 
London W IP IDE. England. 



vision set and the cassette recorder, 
although it might take a few minutes to 
find the optimal settings. Once attached 
to the TV, it gives a rock steady display 
(more on that later). 



Hardware 

I have to say that I think it very pretty 
(our art director would probably beg to 
differ) — the casing even has go-faster 
stripes, which look suspiciously like 
ventilation slots in black and white photo- 
graphs (coincidence, I'm sure). I would, 
however, have been happier with some- 
thing rather more sturdy; ABS plastic 
might have done the trick, although per- 
haps at the cost of attractiveness. 

The keyboard is most interesting; it's 
one of those waterproof, chemical proof, 
completely sealed units and it's stuck on to 
the main printed circuit board (PCB). 
Made of a special tough plastic, the under- 
surface is printed with the key symbols so 
as to eliminate any rubbing off. Between 
this keyplate and the PCB containing the 
metal contact strips (about five per key) is 
a piece of sticky plastic containing forty 
holes which line up with the "keys'*. This 
material is about .006" thick and is just suf- 
ficient to keep the metal underside of the 



keyplate away from the contacts, except 
when touched of course. 

T\ ping gives a sensation of drumming 
your fingers rather than of doing anything 
useful. This is a totally mistaken impres- 
sion because it really works rather well. 
For those who a re interested, I found that a 
"wiping" action was more successful than 
the tapping movement usually associated 
with typing. Typists may be pleased to 
hear that the keys are in standard 
QWERTY layout although somewhat 
compressed compared to, say, the office 
IBM. 

Looking inside the machine, 1 find 
that it's controlled by an NEC 780-1 
processor chip . . .a copy of the well known 
and very successful Z80. This CPU, run- 
ning at 3.25MHz, does all the work for the 
ZX80, including driving the TV and the 
cassette recorder. You'll notice that if any 
work is taking place, be it calculation, 
accepting input from the keyboard or 
driving the cassette, then the TV picture 
disappears — only to return when the 
activity is complete. This can be irritating 
to observers (at a demonstration for 
example) but 1 found it positively bene- 
ficial when keying in programs because it 
gave me positive feedback whenever a key 
made successful contact. 



SYNC Magazine 



The Basic interpreter, operating sys- 
tem, character set and editor are all held 
in a 4K Byte ROM. If you are feeling 
adventurous there's no reason why you 
shouldn't pop your own ROM (TMS 
2532) in its place. 

Memory in the hasic system com- 
prises IK static RAM; you can add to it 
\ ia the expansion port, giving a maximum 
potential of 16K. The memory expands 
with the aid of plug in modules, each 
designed to carry up to 3K in IK in- 
crements. Thus five modules would be re- 
quired to give the 16K maximum. At 
switch-on the machine does a memory 
check which also tells the system how 
much memory is on-line. Should you re- 
configure the memory, then the command 
NEW will execute the memory check 
cycle again. 

Moving on to the "outside world" 
connections, there's a cassette interface, 
TV socket and a hefty edge connector. 
The cassette interface comprises two 
3.5mm jack plug sockets, securely mounted 
on the main (and only) PCB. One connects 
to the "ear" socket on the cassette recorder 
and the other to the "mic" socket. There is 
no facility for remote control of the cassette 
motor. 

Although I encountered one or two 
problems at first, once working, the 
cassette interface proved trouble free. 
My particular recorder had a nasty habit of 
recording noises when the CPU was "send- 
ing out" silence. This caused the system to 
get its knickers in a twist when reading 
from cassette because it expected silence 
just before the file header record. After a 
couple of hours (what a confession) the 
culprit was found — the "ear" lead, which 
acts as a monitor while recording, was 
setting up some sort of oscillation. 
Answer simple — disconnect the "ear" 
jack when recording. Another tip which 
ensures trouble free loading is to move 
the tape into the silent section before 
issuing your LOAD instruction. Rumor 
has it that the cassette operates at around 
250 baud 1 believe it, although it doesn't 
seem terribly important when you're only 
loading the IK that 1 was. 

The television connector is simplicity 
itself. Plug one end of the cable (supplied) 
into the ZX80 and the other into the tele- 
vision aerial socket, tune to channel 2 and 
you're in business. The display is magic; 
rock steady and very clear although re- 
versed characters (white on black) are not 
so good. 

I have already mentioned the bus- 
iness of the display switching off every 
time the processor needs to do something 
else. If this drives you mad then you'll 
have to forfeit some of the undoubted plea- 
sures that this machine has to offer. The 
screen is not memory mapped; it's treated 
like a serial file — like a printer in fact - 
which means that fast moving graphics are 
out of the question. No doubt some clever 



Technical Specification 

CPU: \l( 780C-I (cop> o\ Z80)3.25 MM/ 

Memoiv. IK static RAM, expandable to 1 6k 

Keyboard: Kcvpkue. under-surface printed 

Screen: Use own television. Pixel graphics 24 lines x 32 chars. 

Cassette: Use domestic audio cassette recorder. 

Bus: Edge connector with 44 lines 37 from CPU, 0V, 5V, 9V, Clock. 

External memory indicator and two earths. 

Software: 4K ROM containing Basic. Editor and Operating System 



Dick out there will take up the challenge 
and fudge the system, just to prove me 
wrong. More about the reasons for this in 
the Software section, but anyone who is 
hooked on white characters on a black 
background can suitably modify the PCB, 
though why they should want to 111 never 
know. It's a matter of cutting one track and 
making a small bridge to another. 

Do you take your computer camping 
with you? You'll be pleased to hear that it 
can run from a car battery, provided that 
the lead regulates the supply. I believe you 
can buy a cigarette lighter plug with a built 
in regulator . . . couple that with a portable 
TV and a battery powered cassette re- 
corder and you'll be the envy of the camp- 
site. 



The keyboard is most 
interesting; it's one of 
those waterproof, chemi- 
cal proof, completely seal- 
ed units. 



Now let's look at the hefty edge con- 
nector. This is where the memory ex- 
pansion modules fit in, each one being 
"piggy backed" on the one previous. Thus 
there are always 44 contacts available for 
outside use. There are 37 lines drawn from 
the CPU plus 3 power lines (at 0V, 5V and 
9V); the other lines comprise two grounds, 
a "clock" signal and an "external memory 
in use" indicator 

All in all, the Sinclair ZX80 is a well 
designed, well produced personal com- 
puter. Memory addition comes a bit ex- 
pensive at about $700 for the full ex- 
pansion but Clive Sinclair tells me bigger 
RAMs are on the way -- that means 
cheaper expansion when they appear. 

I'm sorry that there are no pictures 
of the machine's innards. The fact of the 
matter is that I was given one of the de- 
velopment machines which had a couple 
of "Veroboarded" EPROMS and a 
selector IC floating around on the ends of 
some pieces of wire which in turn were 
soldered into the "official" ROM socket. 
I thought it best to spare Mr. Sinclair's 
blushes. 



Software 

The software of the ZX80 comprises 
the Basic interpreter, the Editor and what- 
ever it is that does the rest of the work 
(Operating System seems too grand a 
title). Rather than looking at each 
separately, I shall examine them in the 
order they might be encountered. 

First of all the keying in of programs. 
For two reasons it's an absolute joy! First 
you don't have to type in many of the Basic 
instruction codes, one key is sufficient; 
second you cannot enter anything that is 
syntactically incorrect. Some Basic in- 
structions have to be entered the long way 
(these are listed above te keyboard) but 29 
of the instructions may be entered with a 
single keystroke, while only 8 need to be 
keyed in full. 

As with many small computers most 
of the instruction codes are stored in a 
single byte. Normal Z80 machine code can 
be entered using the POKE statement and 
executed with the USR instruction. This 
should keep the buffs happy after they 
have tired of Basic. Syntax checking is 
superb - it's impossible to go wrong. 
Every character is checked on entry and, if 
the interpreter thinks that you are going to 
make a mistake, it signals with a reverse S 
(for Syntax) at the point it thinks you have 
gone wrong. If, later in the same line, you 
correct the error, then the marker dis- 
appears. What a grown up facility for such 
a small machine! Incidentally, the pro- 
gram lines are displayed very clearly with 
line numbers, instructions, operators and 
what have you being nicely spaced out. 

Inside the memory, however, there's 
a completely different story. The lines 
of code are held as compactly as possible 
with most of the commands and operators 
occupying one byte each. The spaces are 
removed and there are very few extra 
bytes needed - for instance the new line 
code is one byte, although I did notice 
that the "=" operator needed one extra for 
some reason. I'm sure there are others, but 
I'm equally sure they are very few and 
tar between. An example of the storage 
requirement is as follows: 

10 FOR A = 16424 TO 17424 18 Bvtes 

20 PRINT PEEK(A); 12 Bytes 

30 NEXT A 5 Bytes 

40 STOP 4 Bytes 



Jan/Feb 1981 



So you see, the storage for that program 
(displaying the IK memory) is 39 bytes 
long — an average of 10 bytes per in- 
struction. Ill leave you to work out what 
sort of program you can get in 1 K. Perhaps 
1 should mention that the screen buffer 
uses part of the IK, as does the stack and 
system control area. The stack is held at the 
top of memory and "grows" down; I put 
327 entries on it before it slopped accept- 
ing them. 

The program and variables "grow" up 
into the screen buffer thus reducing the 
amount of data on display. Eventually it's 
possible for the program or variables to 
grow so large that there's nothing left on 
display. It was while experimenting with 
this interesting feature that I crashed the 
system. It seems the software couldn't cope 
with someone entering a string 868 bytes 
long! After about 424 bytes of input the 
screen removed another character every 
time I keyed in a new one — it was most 
odd to watch. 

Another way of crashing the system, 
in fact the only other way I could find, is 
to hit the EDIT key while in the middle of 
an INPUT loop. This returns the current 
program line with a syntax error which is 
impossible to clear. For those who are 
feeling unhappy about all this talk of 
crashing systems, don't worry, it's not as 
bad as it sounds. In the first place you have 
to enter forty characters after the screen 
has gone blank, and in the second place 
you can only hit EDIT when you are also 
holding the SHIFT key down. 

Now it may be that, having loaded 
your program, you wish to edit it. Well 
once again there is some rather excellent 
software to help you. The Editor enables 
you to move a "current line marker" up 
and down the program text. Wherever it 
is you will always be able to see the marked 
line and at least some of its neighbors (it's 
called getting it in context). Pressing the 
HOME key causes the marker to disappear 
— it has in fact gone to an imaginary posi- 
tion, one above the first program line. 
Having reached the line to be edited press 
the EDIT key and the line will be pre- 
sented at the bottom of the screen ready for 
you to do your worst. From now on it is as 
if you are entering the line for the first time. 

The benchmark* timings show the 
ZX-80 to be very fast, even though I had to 
introduce some extra code to make some 
of the instructions work. Specifically I had 
to bracket expressions like LET A=(K/ K)* 
K)+K — K ... if I hadn't, the expression 
would have exceeded the ZX80's 
capacity. The machine can only operate on 
integers and these must have values from 
—32768 to 32767. I couldn't execute 
Benchmark 8 because the machine has no 
logarithmic or trigonometrical functions 
built in. 

*P( W uvcs X Benchmark programs to compare 
computers 



Basic 










String Expressions 

CHRS(n) 


TLSM 


STR$(n) 






Integer Expressions 
PEEK(n) 

ABS(n) 


CODE(s) 


R\D(n) 




USR(n) 


Statements 

NEW 

RUN 

INPUT dest 

STOP 

POKEn,n 

CLS 


LOAD 
CONTINUE 
PRIM 
DIM (n) 
RANDOMIZE n 
GOSUB n 


SAVE 

REM 

LIST n 

FOR =n TO n 

RANDOMIZE 

RETURN 


RUN n 

IF n THEN stmnt 

LIST 

GOTO n 

CLEAR 

NEXT 


Operations 
n**n 


— n 


n*n 




n n 


n + n 


n n 


n - n 




n > n 


n < n 

NOT n 


s = s 

n AND n 


s > s 
n OR n 




s < s 


n = number 










s string 

** = to the power of 











Finally, it's possible to save programs 
and any variables associated with them. If 
you want to make use of those same 
variables when reloading the program, use 
GOTO rather than RUN. Although it's 
possible to SAVE programs in this way, no 
provision has been made to save files — 
yet. 

Every character is checked 
on entry. 

That's about it for the software; once 
again, considering the size of machine and 
price, I think that it's not at all bad. 

Basic 

The ZX80 Basic has been well 
thought-out and, while it lacks some of the 
elegance and sophistication of the bigger 
machines, it's a very usable version of 
the language. 

The main limitations relate to file 
handling and mathematical functions. File 
handling facilities don't exist, except by 
SAVEing the whole of memory (which is 
probably not as daft as it sounds). It does 
mean that you can save a program with all 
its variables, reload it the next day, 
remember to kick off with a GOTO rather 
than RUN, and carry on from where you 
left off. On the small memory machine it 
doesn't seem that important, but on the 
larger memory machines it means you can 
hold some reasonable sized files together 
with your program. 



Benchmark timings (in 


seconds) 


BMI 


1.46 




BM2 


4.69 




BM3 


9,18 




BM4 


8.95 




BM5 


12.7 




BM6 


25.9 




BM7 


39.2 




BM8 not 


performed (sec text) 



The mathematical limitations are 
possibly more serious. The fact is the 
Basic can only handle integers in the range 
— 32768 to 32767, no decimals, hence the 
programmer must write a little routine for 
each mathematical function that requires 
decimals to be used. This should pose few 
problems for those with the larger memory 
machines but it will undoubtedly occupy a 
fair chunk of the basic IK system. 

So much for bad news; now here are 
some of the good features of the language. 

Taking numeric functions first, the 
Basic offers up to 26 single dimension 
numeric arrays of any length. It also allows 
three Boolean operations — AND, OR 
and NOT 

The randomizing functions are worth 
a mention. RANDOMIZE n sets a seed 
value, while RND(n) gives a random 
number in the range 1 to n. PEEK and 
POKE are both available so it's possible to 
read or modify memory contents; coupled 
with the USR function, this means that 
Z80 machine code routines can be ex- 
ecuted. 

Up to 26 FOR . . . NEXT loops can 
be nested and the number of nestable sub- 
routine calls seem to be dictated by the 
amount of memory available to the stack. 
On the IK machine with a short (4 line) 
program, 1 ws able to get 327 subroutine 
calls in before needing to RETURN. 

String functions, while adequate, 
could definitely be improved. The 
absence of a DATA statement and the lack 
of string arrays caused particular frustra- 
tion. Although there are ways around 
these problems, they can be time con- 
suming and messy. 

The functions which are available, 
and which form the building blocks of 
string handling subroutines, are STR$, 
TL$, CODE, CHRSand INPUT. STR$(n) 
returns a string of 1 to 6 characters repre- 
senting the signed, decimal value of n. TL$ 
returns a string minus its first character, 
while CODE returns the code for the first 



SYNC Magazine 



character in a string. CHR$(n) represents 
the character whose value is n and INPUT 
allows the operator to input numeric or 
alphanumeric information, A nice touch 
is that if the destination of input is a string 
variable, then the Basic kindly provides a 
pair of quotes which act not only as a 
prompt, they also save a little bit of keying. 

There is one trap here for the unwary, 
and I fell into it. I had this nice little loop 
going and after a while I got fed up with 
it. Could I get out of the system — could I 
heck! I hit everything in sight but all I 
managed to do was crash the system (see 
earlier). The trick is that if you are in an 
input string loop, remove the quotes and 
then put in an arithmetic expression which 
will resolve outside the range — 32768 to 
32767. 

So, that's the Basic — I reckon that 
it's pretty good under the circumstances 
and in some respects I prefer it to the 
Basics that do all your thinking for you. 

Documentation 

This comprises a programming cum 
operating manual. It's very well pre- 
sented, being written by Hugo Davenport 
of Cambridge Consultants, with ap- 
pendices by the mystery man from 
Cambridge who wrote the Basic in- 
terpreter. There are a few small mistakes in 
the manual — none of them terribly serious 
and all of them being dealt with before the 
next reprint. It's probably good enough to 
learn to program from it and my only 
real criticisms like in the area of what it 
does (or rather, doesn't do) for the 
raw beginner. I lent the machine to one 
such person for a few hours and here in 
his reply regarding the documentation: 

"I read Chapter 2 (Getting Started) 
and got completely lost by the third page. 
One minute it's telling me how to wire 
everything up, the next there's something 
incomprehensible about storing programs 
on tape. I couldn't find an idiot's Guide to 
getting started' anywhere." 

Maybe the Operating Manual wasn't 
designed with such a person in mind — 
even so, novices like him must surely repre- 
sent a good sized chunk of the ZX80's 
ownership potential." 

Future Plans 

A new ROM is being developed which 
will overcome most of the shortcomings 
of the existing system. Being 8K instead 
of 4K means that file handling routines 
will enable us to read and write tapes — 
even discs! This new ROM will also in- 
clude the missing trigonometrical, 
logarithmic and floating point arithmetic 
functions. 

Another area of development is on 
the memory front. A 16K plug in dynamic 
RAM is a distinct possibility; this will be 
considerably cheaper than taking the 
present $700 expansion route. A printer 
is also likely to appear in due course. 



Potential Use 

In its present form the ZX80 offers an 
ideal introduction to computing. It makes 
Basic easy to learn, it's small enough for it 
not to be intimidating and it's cheap 
enough that, should you decide computing 
is not for you, you can give it away, sell it or 
whatever. Indeed it's probably cheaper to 
learn Basic this way than to pay for many 
of the courses around. 

Teachers might buy it for their 
students' use because at the price there is 
no need to go through a complicated 
rigmarole to get the money. The IK. ver- 
sion can be used for fairly simple games 
and activities, although it's likely you will 
want to expand it before very long. Later, 
when the file handling facilities are intro- 
duced together with floating point arith- 
metic, I think the machine will become 
really useful, though still very much at the 
personal level. Home accounts and en- 
gineering calculations spring to mind im- 
mediately — don't ask me why! Suddenly 
the machine becomes something more 
than a teaching machine or toy: it starts to 
become a real computer. 

Conclusion 

Having just read Science of 
Cambridge's claims for the machine again, 
I have to say I agree with most of them. The 
only point I would question is that it 
offers high resolution graphics. OK, OK, 
so they are playing the same game as 



everyone else ... all the same 1 feel that it 
should be explained. Just lately, people 
have taken to calling pixel graphics, high 
resolution graphics. Accordingly, what 
used to be called high resolution graphics 
now has to be called ultra high resolution 
graphics. To put it another way, the ZX80 
otters a graphics resolution of one quarter 
of one character, plus you must write your 
own software to be able to use it. PET is 
in exactly the same boat, unless you want 
to buy the high resolution add-on at 
about $600. 

The ZX80 appears to be a well 
thought out machine both in terms of 
hardware and software. It has an excellent 
editor and interpreter which between 
them help you avoid all sorts of nasty 
pitfalls. The Basic instruction set lacks 
one or two fairly important facilities — 
namely file handling and floating point 
calculations. Despite this, it's still a fine 
machine on which to learn about com- 
puting. The new ROM expected later this 
year will overcome the prime limitations 
leaving me very little to say except that I 
hope Mr. Sinclair and his merry men of 
Cambridge can cope with the expected 
flood of orders and, perhaps more im- 
portantly, the after sales service which is 
vital in this sort of operation. □ 

Our thanks go to C/ive Sinclair for lending 
us the machine, and to Jim West wood (its 

designer) for patiently answering so 
many questions. 



LIN5AC 




68 Barker Road 

Middlesbrough 

TS5 5ES 

THE ZXBO COMPANION 
(Second Edition) 

ISBN 907211 00 3. Price 
£10.00 incl. UK postage. 

This beat-selling manual on the 
Sinclair ZX80 covers ZXBO 
BASIC, hardware and programs 
and has a detailed explanation of 
the ZX80 Monitor, routines and 
entry points. 

Crul - Operating the ZX80. 

Ch.2 - Theory of Computers 

Ch.3 - ZXBO BASIC. 

Ch.ft - The ZX80 Monitor. 

Ch.5 - Construction and 

Hardware 

Ch,6 - ZX80 Programs. 

App.l - Comparison of Z-80 

Opcodes and ZX8U Characters. 

App.2 - The OK ROM. 

For a cassette of ten programs 
from the Companion add £4.95. 



Cassette Software 



All L1NSAC program packs come on single C12 cassettes with printed run instructions. 
All apart from Games Pack 3 are designed for IK ZXBCPs. Price £10.00 per pack 
including UK postage. 

Games Peck 1 - Three Towers, Number Guessing, Mastermind, Sketcher, Hurkle, 

Nim, Symbol Simon. 

Garnet Pack 2 - Nine Lives, The Maze Game, Plain Sailing, Noughts and Crosses, 

Chinese Puzzle, Tower of Hanoi, Battleships. 

Games Peck 3 (for 2 - 4K ZX80"s} - Fruit Machine, Four-in-a-Line, Zombies. 



Education Pack 1 
Day Finder. 
Education Peck 2 

Statistics. 



Maths Drill, Dot Recognition, Musical Notes, Spelling Quiz, 
Graph Plotter, Prime Factors, Number Bases, Bar Charts, 



Utility Pack 1 - Memory Display, Hex Code Monitor, Renumber, Memory Search. 

The above ZX80 products are distributed by IMAGE COMPUTING in the United 
States 



Jan/Feb 1981 



The Times 

They are a* Changing: 
The Building of 
a MicroAce 



Laura L McLaughlin 




Back in the beginnings of the personal 
computer industry, I built my first "very 
own" computer with a friend. That was in 
January of 1976 (less than 5 years ago). It 
was one of the first IMSAI computers 
(remember them?— they're one of many 
companies that are no longer). The box 
was about 19 1/2" X 17" X 7", weighed in 
excess of 40 pounds and contained a fromt 
panel, fan, power supply and a mother- 
board which would hold up to 22 S-100 
boards. Initially we built 7 boards; a pro- 
cessor, four 4K RAM cards, a cassette 
interface and a serial interface. This was a 
many man-hours project— if my memory 
serves me correctly, I'd say about 80 man- 
hours— no small task. And at that point 
our only I/O on the system consisted of 8 
switches on the front panel for entering 
one byte (character) at a time and 8 lights 
for output of byte. Of course we had a 
serial interface to drive a printer or ter- 
minal (maybe even with a keyboard), but 
that would have to wait until we could 
afford it. We could save a program, once 
loaded in through the switches, onto a 
cassette and then load it into memory 
from the cassette - but to do that we had to 
use the switches to load the program that 
could read the cassette. Please note that 
at this point we had invested approxi- 
mately $2000.00 in our system. 



Now consider this. Today I sat down to 
build another personal computer, a 
MicroAce that retails for $169.00 (less 
than 9% of the cost of the IMSAI), and 
takes approximately 7 hours (less than 
10% of the time) to build. It measures 
about 8-1/2" X 7" X 1-1/2" and weighs in 
at 13 ounces. 

But what do I get with the MicroAce? 
Well, let's look at that for a moment. It 
comes with processor, cassette interface, 
pressure-sensitive keyboard, video inter- 
face (with built in UHF modulator so that 
it connects directly to the antenna leads 
on a standard TV set), power supply (an 
AC adaptor just like the one you use on 
your calculator that plugs into a regular 
1 10 volt wall outlet), 2K of RAM memory 
and a 4K Basic in ROM. Basic? When we 
first built the IMSAI we couldn't even buy 
a Basic that would run on it! The IMSAI 
had more memory and certainly more 
potential to expand (and, in fact, was 
eventually developed into an extremely 
powerful system), but in comparing what 
is available today versus what there was 
back in the "early" days of home com- 
puters, there is no question that the 
MicroAce is amazine. 



I should mention that my background is 
in software; I am not a hardware person. 
Extensive exposure to the equipment has 
given me a reasonable understanding of 
how it works, but I am not an expert. The 
only experience I have had with building 
electronic kits is that with the IMSAI. 

Okay, now that we've set the scene, let's 
get down to the discussion of what it took 
to build this machine. The first phase of 
the project was to read through the 
manual. Upon opening the booklet I first 
saw a xeroxed sheet with a heading that 
said "Important— Read this and the last 
page in the manual first." 

Alright, this is a newly released product 
so I guess errata sheets are to be expected. 
The best way to handle an errata sheet is 
to transfer the corrections directly into 
the manual with a colored pen. Don't be 
afraid to write in the book — remember, it 
is yours. This way you will not forget (or 
lose) the changes. One of the changes 
involved installing two jumper wires on 
the back of the printed curcuit card 
(PCB), but nowhere did it say when this 
should be done. Since they would likely be 
in the way during normal assembly, I 
noted in the instructions (on page 1 1 ) that 
this should be done just prior to inserting 
the integrated circuits (ICs). 



8 



SYNC Magazine 



Now to the assembly instructions them- 
selves. Note that the manual is sub-titled 
"The Teach-Yourself BASIC Manual." 
This is not particularly misleading. Of the 
66 pages, the chapter on assembly takes 
10; and that contains 4 pages on tips and 
component identification, 2 on board dia- 
grams and 1 on a parts list. Much of the 
remaining 3 pages are either diagrams or 
precautions. The actual assembly instruc- 
tions basically just say: 

1. Install sockets 

2. Install small discreet components 

3. Install tape and power sockets, 
voltage regulator and modulator 

4. Make tape and video cables (if 
necessary) 

5. Insert ICs 

These are indeed sparse assembly in- 
structions. Now, I fully admit that the rest 
of the manual goes on to explain Basic to 
the novice in a very reasonable fashion, 
but it seems to me that a little more detail 
on the actual construction is called for 
(maybe even just a checklist by compo- 
nent type?). In any case, they do provide 



you with some very good information on 
both component identification and on 
many of the precautions that should be 
taken in the process of putting together 
the MicroAce (or any other digital elec- 
tronic circuit board kit), including such 
things as how to avoid destroying static 
sensitive chips. I do hope you have some 
familiarity with the terminology, other- 
wise you may find the instructions con- 
fusing. 

Having become familiar with the in- 
strictions, I proceeded to compare the 
parts supplied against those in the com- 
ponent list. This was a relatively straight- 
forward task since they provide an excel- 
lent section on parts identification, 
including a complete list of resistors, by 
number, with their color codes. Checking 
the parts off as I went along, and noting 
any discrepancies, I found I had 1 extra 
resistor, 1 extra socket and 2 missing 
diodes. Well the extras would obviously 
not be a problem, but the elusive diodes 
might. 



Since the next step was to locate the 
positions of all the parts on the board 
(using the component layout on page 7 of 
the manual), I decided to look first for 
where the diodes were located. Low and 
behold, I saw markings for only 9 of them, 
instead of the 1 1 indicated in the parts list. 
Encouraging. Maybe I wasn't missing any- 
thing afterall. As a double check, I went to 
the schematic (pages 34-35) and once 
again could see only 9 diodes. It seemed 
safe to assume that the component list was 
wrong. 

I found the rest of the parts easily. 
There was just one confusing marking on 
the board layout. Since this is a new re- 
lease, it did not surprise me to find extra 
screenings on the board for parts no 
longer necessary. These were all clearly 
noted in the list of components. However, 
I noticed a symbol for a transistor (TR1) 
on the upper righthand corner. Once 
again I went to the schematic, but could 
find no indication of any transistors. With 
none supplied and no other mention of it 
to be found, I assumed it to be one more 
unused part, so I indicated that on my 
component list. 




Now install the voltage regulator following the diagram below exactly 



Photo 1 Check ing for all of the pa rts 



Bend the regulators leads as shown (not too close to the plastic) and 
bolt it down firmly to the board before soldering the 3 wires 





Lastly install the modulator again bending the leads so that they fit 
through the holes m the board. 



Photo 2 The solder side of the MicroAce 
Jan/Feb 1981 



Sample page from assembly manual. 







Photo 3 Beginning the assembly 




Photo 4 Progress continues 



Now I was ready to turn on my solder- 
ing iron and begin. Following the instruc- 
tions, I started with the sockets. This 
practice works well not only for efficiency 
of construction, but also because it means 
initial soldering is done on things that are 
not damaged when overheated. I found 
this reassuring since I was afraid Td be a 
little rusty in this department. All went 
well. I was pleased to see that they had 
been very careful in the placement of 
markings on the board. Although things 
were somewhat tight in places, nothing 
was hidden as I put in the sockets. 



The next task, according to the manual, 
was to install the discreet components. 
With no detailed instructions or checklist, 
I decided to follow the component list, 
checking off the parts as I put them on the 
board. Once again the component identi- 
fication write-up turned out to be very 
useful, as it showed orientation markings 
for those parts that had to be inserted in a 
particular direction (the two electrolytic 
capacitors and the nine diodes). First I put 
in all the resistors (R1-R36), double 
checked their positioning, soldered them 
in place, clipped their leads and inspected 
the solder joints. I then did the same with 
the capacitors (CI -CI 6), then the diodes 
(D1-D9) and the crystal (XI). 

The instructions then call for installing 
the 3 tape and power sockets (not men- 
tioned in the component list), the voltage 
regulator (U25) and the UHF modulator, 
in that order. Following the excellent dia- 
grams in the manual, this was done with 
no problem. Then came the tape and 
video cables. The manual states that if 
you're lucky (based on availability) they 
will come pre-assembled. I was not lucky. 
But since I had cables available from 
other equipment, I postponed this task for 
later. 1 do feel that if they are going to 
send unassembled cables, they should at 
least provide a diagram for their 
construction. 

In any case, all I had left to do was the 
insertion of the ICs. Or did I? No, I had 
noted in my manual that this was the best 
time to install the two jumpers called for 
by the errata sheet. After doing that, I 
inserted the 24 ICs, being careful to follow 
all the precautions and tips mentioned in 
the instructions (except for earthing my- 
self on a cold water tap; I discovered 5 
years ago that working barefoot on a tiled 
floor eliminated the risk of static). 

I now had a completed MicroAce com- 
puter. It seemed sensible to test it before 
putting it into its case, so the crucial 
moment had arrived. I hooked it up to my 
TV, plugged it in and there it was— a 
blank screen with a K in the bottom left 
corner. So far, so good. 

Then I pressed a key. Nothing hap- 
pened. Nothing. Well, it was time to start 
checking and re-checking the board. 
After spending quite some time doing just 
that, looking for misplaced or incorrectly 
oriented components, bad solder joints or 
bent under pins, I was getting quite dis- 
couraged. Yet I was determined to have a 
working computer. Sure, the kit comes 
with a terrific guarantee— for a flat fee of 
$20 you can return it to the company and 
they will repair it and send it back in per- 
fect working order. But that might take a 
couple of weeks. I wanted to start using it 
immediately. 



10 



SYNC Magazine 



As I said before, I am not a hardware 
person, but I decided to look at the sche- 
matic anyway to see if I could pin-point, or 
at least isolate, the problem. I noticed 
immediately that the 8 diodes along the 
bottom of the board were a direct inter- 
face between the keyboard and the rest of 
the circuitry (going specifically to Ul 1 ). I 
had checked those diodes a number of 
times already and was sure they were in- 
stalled correctly. Checking them again 
reassured me that I was right. 

I won't go through the whole frustrating 
story of the next few hours trying to track 
down the problem with a friend (who is a 
hardware person and who also checked 
the diodes). Needless to say, in the end we 
discovered that the diodes were in back- 
wards. What had appeared to be a yellow 
diode with a green band on one end, was 
in reality a clear diode with a narrow 
green band on one end and a very wide 
yellow one on the other. What can I say 
but that I hope someone can benefit from 
my mistake. 

Anyway, at that point (about midnight), 
it didn't matter. My MicroAce worked — 
that was exciting. Forgetting all the earlier 
frustration, I put it in its case and sat down 
to a couple of hours of joyous program- 
ming. 




Photo 5 Almost done 




Photo 6 Trying to locate the reversed diodes 



Photo 7 The finished product 



Jan/Feb 1981 



11 



Hurkle 




220 

240 
250 
260 
270 
280 

O ;-; "T-* 

283 
284 
285 

j^. 'Z' O 

310 
320 
325 
330 



340 
350 
355 
360 
380 
420 
430 
440 
450 
460 
470 
480 
500 
520 
540 
610 
620 
630 
640 
650 
660 
670 
680 
690 
700 
710 
720 
730 



"A HURKLE IS HIDING IN A 10 BY 10 

"TRY TO GUESS THE LOCATION OF THE 

"YOU GET 5 TRIES. " 

"AFTER EACH TRY, I WILL TELL YOU" 

"THE DIRECTION TO GO TO FIND HIM.' 

"HIT NEWLINE TO START." 

A* 



PRINT 

PRINT 

PRINT 

PRINT 

PRINT 

PRINT 

INPUT 

CLS 

RANDOMISE 

LET A=RND < 1 ) 

LET B=RND(10) 

FOR K=l TO 5 

PRINT "GUESS NUMBER " 5K 

"X COORDINATE?" 

X 

"Y COORDINATE?" 

Y 
> (X-A)+ABS(Y-B)=0 THEN GO TO 



GRID. " 
HURKLE. 



PRINT 

INPUT 

PRINT 

INPUT 

IF ABS (X-A)+ABS(Y-B)=0 THEN GO TO 500 

CLS 

PRINT "X=";x; "y=";y; " "; 

GO SUB 610 

NEXT K 

PRINT "SORRY, THAT IS 5 GUESSES" 

PRINT "THE HURKLE IS HIDING AT ";A;","; 

PRINT 

PRINT 

INPUT 

IF NOT CODE (A*) =62 THEN STOP 

GO TO 283 

PRINT 

PRINT 

GO TO 

PRINT 



"PLAY AGAIN? 
A* 
CODE (A$> =62 



"YOU FOUND HIM 
440 

"GO "; 

IF Y=B THEN GO 
IF Y<B THEN GO 
PRINT "SOUTH"; 
GO TO 670 
PRINT "NORTH"; 
IF X=A THEN GO 
IF XCA THEN GO 
PRINT "WEST" 
GO TO 720 
PRINT "EAST" 
PRINT 
RETURN 



IN ";k 



GUESSES. " 



lo 



e 



TO 
TO 



TO 
TO 



670 

660 



720 
710 



N 

I 



W 



A Hurkle is a happy beast and lives in 
another galaxy on a planet named Lirht 
that has three moons. Hurkle are favorite 
pets of the Gwik, the dominant race of 
Lirht and . . .well, to find out more, read 
'The Hurkle is a Happy Beast," in the 
book A Way Home, by Theodore 
Sturgeon. 

In this program a shy Hurkle is hiding 
on a 10 by 10 grid. Homebase is point 0,0 
in the southwest corner. Your guess as to 
the gridpoint where the Hurkle is hiding 
should be a pair of whole numbers. After 
each try the computer will tell you the 
approximate direction to go look for the 
Hurkle. You get five guesses to find him. 

This program was written by Bob 
Albrecht of People's Computer Company, 
and was translated by Laura McLauglin. 



THIS IS GRIO- 
PovNT 3,1 















































\ 




















































































































































1 







Ol 2.345GT89 10 



12 



SYNC Magazine 



Converting From Other Basics 



David Lubar 



While Basic is a distinct computer 
language , it exists in many forms. Thus, a 
program written for another machine might 
have to be converted before it will work 
with the Sinclair. This series will deal 
with conversion techniques, in hopes of 
allowing you to get as many programs as 
possible running. 

A command found in many Basics is 
STEP. This is used in FOR-NEXT loops 
when an increment other than one is 
desired. For example: 

10 FOR = 1 TO 9 STEP 2 
20 PRINT I 
30 NEXT I 

This program will print the odd numbers 
from one to nine. At each pass through 
the loop, the variable I will increased by 
two. STEP can also be negative: 



10 FOR I = 
20 PRINT I 

30 NEXT I 



10 TO 1 STEP-1 



In this case, I will decrease by one on 
each pass through the loop. 

There is no STEP command in Sinclair 
Basic. Fortunately, there is an easy way 
around this. Loops are convenient, but 
they can always be replaced with IF-THEN 
statements. This is done by using a variable 
for a counter, and checking to see whether 
it is still in the desired range. If it is, the 
program portion is repeated. A simple 
loop such as 



10 FOR I = 
20 PRINT I 
30 NEXT I 



1TO 10 



could be replaced with 

10 LET I = 1 

20 PRINT I 

30 LET I = I + 1 

40 IF K 1 1 THEN GOTO 20 



Line 10 initializes the variable. After 
the desired action is performed by line 
20, line 30 increases the variable. Then, 
at line 40, the variable is checked to 
determine whether it is still within the set 
limits. A value of 11 was used since we 
want the action to be performed ten times. 
The variable is increased and checked 
after the action since this is the way it is 
done when using FOR-NEXT loops. As 
might be obvious now, the STEP command 
is equivalent to the actions performed by 
line 30, In this case, the STEP was one. 
For other steps, all that is needed is a 
change of the values used. For instance, 
the first example could be rewritten as: 

10 LET I = 1 

20 PRINT I 

30 LET 1 = 1 + 2 

40 IFI < 10 THEN GOTO 20 

For the second example, with a negative 
STEP, you would use 

10 LET I = I 
20 PRINT I 
30 LET 1 = 1-1 

40 IF I > THEN GO TO 20 

Notice that when replacing the negative 
STEP, a > was used, while a < is used in 
positive STEPS. In either case, you have 
to check to see if the value has gone 
beyond the desired range. 

Some programs use fractional values 
for STEP. In some cases you can get 
around this by multiplying everything by 
a constant that will make the STEP value 
an integer. In other cases, where the 
decimal value is essential, this won't 
work. 

Future articles will cover other conver- 
sion techniques, showing how to get those 
strange looking programs to run on the 
ZX-80. 



Editorial 



by David Lubar 

The Sinclair ZX80 is the new kid in 
town; a short-lived position in this rapidly 
changing field. In the past few years, several 
dozen personal computers have made an 
appearance. Some are thriving, others have 
fallen into the obscurity of bargain sales. 
We believe that the Sinclair is going to be 
one of the winners; otherwise, there would 
be no sense in starting this magazine. So, 
what are our plans? We aim to cover many 
levels, with articles that will help beginners, 
as well as features for pros. 

The Sinclair is an exciting machine with 
a lot of potential, and we hope to reflect 
this in the programs and articles we publish. 
There will be plenty of games, both new 
ones and conversions of classics. As new 
aspects or hidden capabilities of the Sinclair 
are discovered, well pass the information 
on to you. As you make discoveries, we 
hope you'll take the time to write articles 
for us. 

There is another question tied in with 
this: what happens when Sinclair owners 
begin to get extended Basic and expanded 
memory? Inevitably, there will be a time 
when our readers cover the full spectrum 
from those with minimal systems to those 
with fully expanded ones. This might seem 
to pose a problem, but the problem is not 
unique. Several of the popular home com- 
puters started out as very small systems 
with little memory and modest Basics. As 
memory became less expensive, most own- 
ers expanded their systems. For a time, 
computer magazines dealt mostly with the 
original configurations, and occasionally 
ran an article or program aimed at expaned 
systems. Later, the coverage shifted, but 
the smaller systems were not ignored. 

This will probably be the case with 
SYNC. We'll stick to the IK RAM 4K 
Basic machine now, while running a 
few pieces designed for other configura- 
tions. Later, there will most likely be more 
attention given to expanded systems, but 
plenty of coverage will still be dedicated 
to the original model. In a way, this will 
be determined by you. Much of our 
material will come from free-lance sub- 
missions. As more writers expand their 
Sinclairs, we will receive more articles 
and programs aimed at larger systems. 
But it must be stressed that SYNC will 
never ignore those pioneers who own the 
original model. 



Jan/Feb 1981 



13 



Dealing Out a Conversion 



David Lubar 




Sinclair owners will probably spend a 
fair amount of time converting programs 
from other Basics. This can be a rewarding 
and educational practice or an exercise in 
frustration, depending on how you go about 
it. To pass on a few tips and tricks for 
translating, 1*11 explain the techniques used 
in getting Acey Deucy running on the ZX 
80. 

The first step in any translation is to get 
a good idea of the functions being performed 
by the program, and of the logic flow behind 
these functions. Let's go through the original 
listing, examine what each part does, and 
see how the functions can be duplicated 
on the Sinclair. Basically, the program does 
the following; it deals two cards, accepts a 
bet, deals a third card, checks for a win or 
loss, adjusts the player's total, and checks 
to see if he is broke. The first portion of 
the program prints the instructions. In the 
interest of saving memory, these lines were 
not included in the translation. If there is 
room, they can always be added later. 

In lines 100 and 1 10, variables are defined. 
*'N" is not used later in the program, so it 
isn't included in the translation. The original 
programmer probably had plans to use it 
in some later version of the game and 
didn't bother to remove it from the listing. 
"0" holds the amount of money the player 
has. The next section, lines 120 and 130, 
print the player's total and then print a 
blank line. While die extra PRINT statement 
adds readability, it also uses memory. Like 
the instructions, it can always be added 
later. The program then jumps to the section 
from 260 to 650 where the cards are selected 
and displayed. This is where the real changes 
begin to occur. 



14 



10 PRINT TAB(26);"ACEY DUCEY CARD GAME" 

20 PRINT TAB( 15); "CREATIVE COMPUTING HQRR1SF0UN, NEU JERSEY" 

21 PRINT 

22 PRINT - 

23 PRINT 

30 PRINT"ACEY-DUCEY IS PLAYED IN THE FOLLOWING MANNER ■ 

40 PRINT"THE DEALER (COMPUTER) DEALS TWO CARDS FACE UP" 

50 PRINPYQU HAVE AN OPTION TO BET OR NOT BET DEPENDING" 

60 PRlNT"QN WHETHER OR NOR YOU FEEL THE CARD UILL HAVE" 

70 PRINT-A VALUE BETUEEN THE FIRST TUQ." 

80 PRINT" IF YOU DO NOT UANT TO BET, INPUT A 0" 

100 N*100 

110 0*100 

120 PRINT-Y0U NOW HAVE ";fl;" DOLLARS" 

130 PRINT 

140 60T0 260 

210 Q=0+H 

220 GOTO 120 

240 Q*Q-H 

250 GOTO 120 

240 PRINT"HERE ARE YOUR NEXT TU0 CARDS ■ 

270 A'INT<14*RNDU))*2 



280 IF A<2 THEN 270 
2*0 IF A>14 THEN 270 
300 B=INT(14*RND(1>>+2 
310 IF B<2 THEN 300 
320 IF B>14 THEN 300 
330 IF A>*B THEN 270 
330 IF A<11 THEN 400 
360 IF A*11 THEN 420 
370 IF A*12 THEN 440 
380 IF A=U THEN 460 
390 IF A*14 THEN 480 
400 PRINT A 
410 60T0 500 
420 PRINT-JACK" 
430 60T0 500 
440 PRINT-QUEER" 
450 60T0 500 
460 PRIMT"KIN6" 
470 GOTO 500 
480 PRINT-ACE" 
500 IF B<11 THEN 550 
510 IF B*11 THEN 570 
320 IF B*12 THEN 590 
530 IF B-13 THEN 610 
540 IF B*14 THEN 630 
550 PRINT B 
560 60T0 650 
370 PRINT-JACK" 
380 GOTO 650 
590 PRINT"QUEEN" 
600 GOTO 650 
610 PRINT"KING M 
620 GOTO 650 
630 PRINT-ACE" 
640 PRINT 
650 PRINT 



660 INPUV'UHAT IS YOUR BET"JM 
670 IF HOG THEN 680 
673 PRINT-CHICKEN! I" 

676 PRINT 

677 GOTO 260 
680 IF H<*0 THEN 730 

690 PRINT"S0RRY, NY FRIEND BUT YOU BET TOO MUCH" 

700 PRINT-Y0U HAVE ONLY ";Q;" DOLLARS TO BET" 

710 GOTO 650 

730 C=INT(14*RND(1)}+2 

740 IF C<2 THEN 730 

750 IF C>14 THEN 730 

760 IF C<11 THEN 810 

770 IF C=11 THEN 830 

780 IF C=12 THEN 850 

790 IF C = U THEN 870 

800 IF C«14 THEN 690 

810 PRINT C 

620 GOTO 910 

830 PR INT "JACK" 

840 GOTO 910 

850 PRINT H QUEEN" 

860 GOTO 910 

870 PRINT-KING" 

880 GOTO 910 

890 PRINT "ACE" 

900 PRINT 

910 IF OA THEN 930 

920 GOTO 970 

930 IF C>=B THEN 970 

950 PRINT-Y0U UINM!" 

960 GOTO 210 

970 PRINT"S0RRY r YOU LOSE" 

980 IF H<Q THEN 240 

990 PRINT 

1000 PRINT 

1010 PRINT"SQRRY, FRIEND BUT YOU BLEU YOUR WAD" 

1020 INPUT-TRY AGAIN (YES OR NQ)";AI 

1030 IF AI="YES" THEN HO 

1040 PRINI"0K HOPE YOU HAD FUN" 

1050 END 



Listing of Acey Ducey from Basic Computer Games. Copyright 1976 by 
Creative Computing. Reprinted with permission. 



SYNC Magazine 



ACEY DUCEY CARD GAME 
CREATIVE COMPUTING MORfUSTQUN, NEU JERSEY 



ACEY-DUCEY IS PLAYED IN THE FOLLOWING MANNER 

THE IEALER (COHPUTER) DEALS TUO CARDS FACE UP 

YOU HAVE AN OPTION TO BET OR NOT BET DEPENDING 

ON UHETHER OR NOR YOU FEEL THE CARD UILL HAVE 

A VALUE IETUEEN THE FIRST TUO. 

IF YOU DO NOT UANT TO BET, INPUT A 

YOU NOU HAVE 100 DOLLARS 

HERE ARE YOUR NEXT TUO CARDS 
2 
9 

UHAI IS YOUR SET? 25 

QUEEN 

SORRY, YOU LOSE 

YOU NOU HAVE 75 DOLLARS 



HERE ARE YOUR NEXT TUO CARDS 
4 

to 

UHAT IS YOUR BET? 25 

10 
SORRY, YOU LOSE 
YOU NOU HAVE 50 DOLLARS 

HERE ARE YOUR NEXT TUO CARDS 

8 
QUEEN 

UHAI IS YOUR IETT 
CHICKEN!! 

HERE ARE YOUR NEXT fUO CARDS 
6 
10 

UHAT IS YOUR BETT 20 

10 
SORRY , YOU LOSE 
YOU NOU HAVE 30 DOLLARS 



sample run from original Acey 
game in Basic Computer Games. 



Ducey 



Several things are happening here. First, 
a value from two to fourteen is chosen. By 
using fourteen as the value of an ace (aces 
are high), the cards can be compared easily. 
In the original program, the first card 
(variable A) had to be lower in value than 
the second card (variable B). If this wasn't 
the case, new values had to be used. In the 
conversion, it doesn't matter which of the 
two is higher. The program only checks to 
see if they are the same. In this case, since 
the player can't win, new values are selected 
(see line 300 of the translation). Next, the 
values are printed. If the value is below 
eleven, a number is used. For a higher 
value, the name of the card is needed. In 
the original, this is done separately for 
each card. To save space in the conversion, 
this function was put into a subroutine 
which could be used for all three cards. 
The subroutine uses the variable "C". In 
line 320 of the conversion, C is made equal 
to A. Thus the subroutine prints the name 
of the card if A is greater than ten. 

At line 660 of the original, the bet is 
taken. Line 670 shows a common operation 
used in many programs: an inequality where 
more than one operator is used. The symbols 
=, < , and > are often used in pairs. In 
this case, the symbols M < > " mean 'not 
equal to." This can be translated using the 
NOT operator. Whenever a program has 
two symbols (such as >=, which means 
"greater than or equal to,") the line can be 
translated using NOT and the unused 
symbol of the trio < , > ,and =. So a line 
such as 

10 IF X > = 10 THEN GO TO 50 
can be translated as 
10 IF NOT X < 10 THEN GO TO 50 

Getting back to the program, line 680 
checks to see if the player bet more than 
he has in his winnings. This line could 
have been translated using the trick just 
mentioned. For variety, another method 
was used. In this instance, the two symbols 
were used, separated by a logical OR (see 
Line 4 10 of the translation). Lines 730 through 
890 select and print the third card. In the 
translation, this is replaced with 450 through 
465. Note that the lines in the original, 
such as 740, that check for values less 
than two or greater than fourteen aren't 
needed. The RND function won't return a 
value outside the desired range. 



After the third card is displayed, the 
values must be compared to see whether 
there is a win or a loss. In the original, 
since A was always less than B, the program 
only had to determine whether D was 
greater than A and less than B. This is 
done in the series of lines from 910 to 970. 
In the translation, we have to see whether 
D is between A and B, regardless of whether 
A or B is the higher of the original pair. 
This is done in line 600. D must either be 
greater than A and less than B or greater 
than B and less than A. Otherwise, the 
player loses. 

Once a win or loss has been determined, 
the program must adjust the player's total. 
In the original, different routines were 
used for win and loss. This is the section 
from 210 to 240. To save space, just one 
routine was used in the translation. This is 
done in line 215. If the player lost, M will 
have a negative value (see line 630) and 
the bet will actually be subtracted from 
the total. 

Line 620 of the translation checks to 
see if the player is broke. If he is, the 
program goes on to line 900 where the 
player is offered another chance. 

That about covers the translation. Note 
that on each pass through the game, the 
player must hit NEWLINE to continue 
(line 210). This serves two purposes. The 
input stops the program temporarily, 
allowing the printout to appear, and it also 
gives the player a chance to read everything 
before the CLS is encountered. Also, 
commas are used in the print routines so 
the cards will be printed on one line. 

Those who are interested might try adding 
some improvements to the game. For 
example, in some versions of Acey Deucy, 
the player loses $5 whenever a pair is 
dealt. Also, in the real version, the player 
has a choice of letting an ace be either 
high or low if it is the first card of the two 
dealt on any hand. These features could 
probably be added to the existing program 
with little difficulty. 



Jan/Feb 1981 



15 



Acey Ducey 



110 


LET Q=100 \ A 


115 


RANDOMISE \ M 


120 


PRINT "YOU HAVE "?Q?" DOLLARS" \ M 


140 


GO TO 260 \ 3 


210 


PRINT "HIT NEWLINE TO CONTINUE" \ ^ 


211 


INPUT A* \ 


214 


CLS \ 


215 


LET CNQ+M \ 


220 


GO TO 120 \ 


260 


PRINT "HERE ARE THE NEXT TWO CARDS" 


270 


LET A=RND(13)+1 I i 


2S0 


LET B=RND(13)+1 \ / 


300 


IF A=B THEN GO TO 270 \ J 


310 


IF A<11 THEN PRINT A, ^ 1 


320 


LET C=A 


330 


GO SUB 500 


340 


IF B<11 THEN PRINT B; 


350 


LET C=B 


360 


GO SUB 500 


365 


PRINT 


370 


PRINT "YOUR BET?" 


380 


INPUT M 


390 


IF NOT M=0 THEN GO TO 410 


395 


CLS 


400 


PRINT "CAUTIOUS" 


405 


GO TO 250 


410 


IF M=0 OR M<Q THEN GO TO 450 


420 


PRINT "SORRY, YOU ONLY HAVE ";Q?" DOLLARS 


430 


GO TO 370 


450 


LET D=RND(13)+1 


460 


IF D<11 THEN PRINT D 


465 


LET C=D 


470 


GO SUB 500 


480 


GO TO 600 


500 


IF C=ll THEN PRINT ".JACK", 


510 


IF C=12 THEN PRINT "QUEEN", 


520 


IF C=13 THEN PRINT "KING", 


530 


IF C=14 THEN PRINT "ACE", 


540 


RETURN 


600 


IF D>A AND D<IB OR D<A AND D>B THEN GO TO 


610 


PRINT "SORRY, YOU LOSE" 


620 


IF M>Q OR M=Q THEN GO TO 900 


630 


LET M=-M 


640 


GO TO 210 


700 


PRINT "YOU WIN" 


710 


GO TO 210 


900 


PRINT "YOU ARE TAPPED OUT. PLAY AGAIN?" 


9 1 


INPUT A* 


920 


IF NOT CODE (A*) =62 THEN STOP 




TO BET- " 



700 



990 GO TO 110 



This simulation of the Acey Ducey card 
game. In the game, the dealer (the com- 
puter), deals two cards face up. You have 
an option to bet or not to bet depending 
whether or not you feel the next card dealt 
will have a value between the first two. 

Your initial money is set at $100. The 
game keeps going until you lose all your 
money, or interrupt the program. 

The original program author was Bill 
Palmby of Prairie View, Illinois, and David 
Lubar translated for the ZX-80. 



16 



SYNC Magazine 



The first personal computer 
forunder$20a *^ 



The Sinclair ZX80. 
A complete computer- 
only $199.95 plus $5.00 shipping. 

Now, for just $199.95, you can get a 
complete, powerful, full-function computer, 
matching or surpassing other personal 
computers costing several times more. 

It's the Sinclair ZX80. The computer that 
"Personal Computer World" gave 5 stars 
for 'excellent value.' 

The ZX80 cuts away computer jargon 
and mystique, It takes you straight into 
BASIC, the most common, easy-to-use 
computer language. 

You simply take it out of the box, con- 
nect it to your TV, and turn it on. And if 
you want, you can use an ordinary cassette 
recorder to store programs. With the man- 
ual in your hand, you'll be running programs 
in an hour. Within a week, you'll be writing 
complex programs with confidence. 

All for under $200. 

Sophisticated design makes the 
ZX80 easy to learn, easy to use. 

We've packed the conventional computer 
onto fewer, more powerful LSI chips— 
including the Z80A microprocessor, the 
faster version of the famous Z80. This 
makes the ZX80 the world's first truly port- 
able computer (6V2" x 8V2" x IV2" and a mere 
12 02.). The ZX80 also features a touch 
sensitive, wipe-clean keyboard and a 
32-character by 24-line display. 

Yet, with all this power, the ZX80 is easy 
to use, even for beginners. 





Your course in computing. 

The ZX80 comes complete with its own 
128-page guide to computing. The manual 
is perfect for both novice and expert. For 
every chapter of theory, there's a chapter 
of practice. So you learn by doing— not just 
by reading. It makes learning easy, exciting 
and enjoyable. 

You'll also receive a catalog packed with 
items that can make your ZX80 even more 
useful. Including 27 program cassettes, 
from games and home budgeting for just 
$6.95, to Sinclair's unique Computer Learning 
Lab. And books, hardware options and 
other accessories. 

ZX80*s advanced design features. 

Sinclair's 4K integer BASIC has perfor- 
mance features you'd expect only on much 
larger and more expensive computers. 
■ Unique one touch' entry. Key words 

(RUN, PRINT, LIST, etc.) have their 

own single-key entry to reduce typing 

and save memory space. 



■ Automatic 

error detection. 
A cursor identifies errors 
immediately to prevent entering 
programs with faults. 

■ Powerful text editing facilities. 

■ Also programmable in machine code. 

■ Excellent string handling capability— up 
to 26 string variables of any length. 

■ Graphics, with 22 standard symbols. 

■ Built-in random number generator for 
games and simulations. 

Sinclair's BASIC places no arbitrary re- 
strictions on you— with many other flexible 
features, such as variable names of any 
length. 

And the computer that can do so much 
for you now will do even more in the fu- 
ture. Options will include expansion of IK 
user memory to 16K, a plug-in 8K floating- 
point BASIC chip, applications software, 
and other peripherals. 

Order your ZX80 now! 

The ZX80 is available only by mail from 
Sinclair, a leading manufacturer of con- 
sumer electronics worldwide. 

To order by mail, use the coupon below. 
But for fastest delivery, order by phone 
and charge to your Master Charge or VISA. 
The ZX80 is backed by a 30-day money- 
back guarantee, a 90-day limited warranty 
with a national service-by-mail facility, and 
extended service contracts are available for 
a minimal charge. 



Price includes TV and cassette connectors, 
AC adaptor, and 128-page manual. 

All you need to use your ZX80 is a standard TV 
(color or black and white). The ZX80 comes complete 
with connectors that easily hook up to the antenna 
terminals of your TV. Also included is a connector for 
a portable cassette recorder, if you choose to store 
programs. (You use an ordinary blank cassette. ) 





The ZX80 is a family learning aid. Children 10 and 
above will quickly understand the principles of 
computing— and have fun learning. 

Master Charge or VISA orders call: 

(203) 265-9171. We'll refund the cost of your call. 
Information: General and technical— (617) 
367-1988, 367-1909, 367-1898, 367-2555. 
Phones (.pen Mondav-Fridav from 8 AM to 
8 PM EST 



Sinclair Research Ltd., 475 Main St., 
P.O. Box 3027, Wallingford, CT 06492. 



To: Sinclair Research Ltd., 475 Main St., P.O. Box 3027, Wallingford, CT 06492. 

Please send me ZX80 personal computers) at $199.95* each (US dollars), plus $5 

shipping. {Your ZX80 may be tax deductible.) 

I enclose a check/money order payable to Sinclair Research Ltd. for $ 



Name_ 



Address 
City 



State_ 



Zip 



Occupation: - 



Age: 



L 



Intended use of ZX80: 

Have you ever used a computer? □ Yes □ No. 

I )< 1 you own another personal computer? □ Yes □ No. 



*For Conn, deliveries, add sales tax. 

SY-1- 



Nicomacus 



fm ' 



One of the most ancient forms of arith- 
metical puzzle is sometimes referred to as 
a "boomerang." At some time, everyone 
has been asked to "think of a number/' 
and, after going through some process of 
private calculation, to state the result, after 
which the questioner promptly tells you 
the number you originally thought of. There 
are hundreds of varieties of the puzzle. 

The oldest recorded example appears 
to be that given in Arithmetica of 
Nicomachus, who died about the year 120. 
He tells you to think of any whole number 
between 1 and 100 and divide it successively 



by 3, 5, and 7, teling hin the remainder in 
each case. On receiving this information, 
he promptly discloses the number you 
thought of. 

Can you discover a simple method of 
mentally performing this feat? If not you 
can see how the ancient mathematician 
did it by looking at lines 100-120 within 
the program. 

The game was originally programmed 
by David Ahl and it appeared in his book, 
Basic Computer Games. This version was 
translated for the ZX-80 by Laura 
McLaughlin. 



mm? 



30 PRINT "THINK OF A NUMBER BETWEEN 1 AND 100." 








z 


40 PRINT "YOUR NUMBER DIVIDED BY THREE HAS A REMAINDER 


OF" 


zz 


45 INPUT A 




ri 


r 


50 F 


•RINT "YOUR NUMBER DIVIDED BY 5 HAS A REMAINDER 
NPUT B 


OF" 


i 




I 


55 1 




z 


60 PRINT "YOUR NUMBER DIVIDED BY 7 HAS A REMAINDER 


OF" 


| 




65 INPUT C 








70 PRINT 




1 


~~ 


SO PRINT "LET ME THINK A MOMENT..." 






;- 


1 00 


LET D=70*A+2H»-B+15+C 






: 


no 


IF NOT DIM 05 THEN GO TO 140 








120 


LET D=D-105 




^^^^ 




1 30 


GO TO 1 1 




s]$l§^ 




140 


PRINT "YOUR NUMBER WAS "«DJ", RIGHT?" 
INPUT A* 


By i ' 






1 60 


*^p 


170 


IF CODE (A*) =62 THEN GO TO 220 


V!j/; , 




ftiiidijujij i 


ISO 


IF CODE (A*) =51 THEN GO TO 240 








190 


PRINT "I DO NOT UNDERSTAND ";A*;". TRY YES OR 


NO. " 






200 


GO TO 1 60 






"\lP 


220 


PRINT "HOW ABOUT THAT. " 








230 


GO TO 250 








240 


PRINT "I THINK YOUR ARITHMETIC IS IN ERROR." 








250 


PRINT 








260 


PRINT "WANT TO TRY ANOTHER?" 








270 


INPUT A* 








2S0 


IF NOT CODE (A*) =62 THEN STOP 








290 


CLS 








300 


GO TO 30 











18 



SYNC Magazine 



A Weekend With the ZX-80 



Joshua Singer 



I have always been intimidated by com- 
puters, and mathematics in general. One 
look at the Sinclair ZX-80, and I was con- 
fused. It wasn't what I had expected; there 
were no blinking lights, or humming, and 
no rows of ceiling high, pulsing units. It 
looked nothing like my 1950's science fic- 
tion concept of a computer. The ZX-80 
was a pleasant suprise. It didn't look intim- 
idating. In fact, it looked like a machine I 
might even be able to operate. Another 
suprise: I lifted the computer and found 
that it weighed only a few ounces. 

I borrowed the computer from a friend, 
took it home and immediately connected 
it to my battered, portable television, 
which showed the clearest picture ever to 
grace the screen. With the Sinclair, the 
T.V., and the owner's manual in front of 
me, I began my first lesson in program- 
ming. The manual tells you everything 
you need to know, in clear, concise, often 
amusing language. The manual was so 
interesting that I lost track of time, some- 
thing I rarely do when dealing with 
numbers and other non-literary subjects. 

The book is extremely logical, begin- 
ning with instructions on how to connect 
the Sinclair to your television set. The 
same section also explains using a cassette 
recorder to store programs. The introduc- 
tory portion of the manual even includes 
an explanation of computer languages, 
ending with a discussion of the Basic used 
with the ZX-80. As a complete beginner, I 
related to the way in which the booklet 
explained Basic as a simplified English 
dialect. It made sense, maing me realize 
that to give the computer commands, I 
merely had to be concise, as well as 
careful in choosing my words. The book 
suggested the machine was stupid, and 
therefore, that one had to be careful 
about the manner in which it was address- 
ed. I liked that attitude because it made 
me feel brighter than the computer. 

The manual continued by explaining 
general programming procedures, and 
several computer terms. I was unable to 
work my way through the entire manual, 
but that was only because of my own time 
limitations. By the end of the first session I 



could program and run addition, multipli- 
cation, and division problems. Most of 
these were simple enough to do by hand, 
but were a good foundation for learning 
programming. The book eventally en- 
ables the user/reader to execute games 
and provides enough information for the 
Sinclair owner to continue the learning 
process individually. 



With just two weekends of not terrribly 
intensive study, I can now run just about 
any pre-programmed cassette, as well as 
doing some of my own programming. I am 
no programmer, but I do find that I can 
have a lot of fun playing games or learning 
on the ZX-80. It is such an easy machine 
to learn, that I have no doubts that I'll be 
writing my own programs in the near 
future. 



&2M^JS7y 



( *5 J 
K *15 ) 



Poke to memory mapped screen - use your ZX80 as a 
sketching pad. Character and direction control. 



Tunes to your cassette recorder, with selectable 
octaves, semitones and duration from a wide range 
of notes. Your tune will repeat itself continuously. 
For the best results, memory IK 1b necessary. 



( #5 ) Hex. Loader - this routine provides a simple means 

for machine code programming in Hexadecimal notation. 
A 'String Rotate' demonstration program is included. 
Hex. Display - this routine allowB you to inspect 
the contents of memory in 64 byte blocks - just 
enter the decimal address. 

( #20 ) Write your own games or use the ZX80 for continuous 
data monitoring. You decide how long a display will 
hold before your program continues (l/60th second to 
approx. 16 mins.y. A Hex. Loader and a 'top row' 
keyboard scanning routine is included with a demo. 



I *20 ) 



r vied 

( *15 ) 



Try your skill at knocking all the bricks from the 
wall before your final ball is lost. The ball starts 
at '9' and decrements each time it is lost until the 
game is over. The paddle moves swiftly under your 
control - the game restarts automatically. 



Pictures of your own creation (7x8 characters) are 
displayed in rapid rotation giving animation effect. 
For the best results, memory IK is necessary. 



/tars , /?f/tt/strtJ ,' 
( $2*} ) A simplified version of the famous arcade game. 

Zap the intruders as they attempt to land. The impulse 
to beat your last score lb paramount. Requires ?K memory. 

No modifications to hardware whatsoever. All software is thoroughly 
tested and claimed to be the most advanced developed so far. 
Games are written in machine code to make maximum use of memory and 
provide continuous live action without loss of T.V. synchronisation. 
All programs run in IK memory unless stated otherwise. 

inclusive prices for program listing, details and Air Mail postage, 
(Send only £90 total if all the software listed is ordered together, . 
Cheques (or S.A.E. for U.K. price list and details; tot- K.Macdonald, 
26 Spiers Close, Knowle, Solihull, West Midlands, B93 9ES, ENGLAND. 



Jan/Feb 1981 



19 



The SYNC Challenge 



The editor wants you to prove your 
programming skills. We at SYNC have 
chosen Hammurabi from Creative Com- 
puting's Basic Computer Games as the 
challenge program because it is a com- 
plex and refined game, We challenge you 
to fit this complex game into the IK 
memory of a ZX-80. 

In the conversion we are seeking to 
preserve as much of the original game as 
possible. Therefore, the primary factor in 
our evaluation of your conversion will be 
the preservation of as many facets of the 
game as possible. Judging will also be 
based on the ease of operation and the 
demonstration of good programming tech- 
nique. 

All programs must be submitted on cas- 
sette, with a letter of explanation. Both 
the cassette and the letter must be clearly 
marked with the participant s name, address 
and phone number. Entries received by 
March 15, 1981 will be judged in time for 
publication in the May /June issue. 



When Hammurabi is converted for the 
ZX-80, the program must be substantially 
shortened. Such things as the initial direc- 
tions, copyright information, and REM 
statements may be eliminated completely. 
The ten year results may also be deleted. 
Many statements may be combined, espe- 
cially those referring to the same line. In 
general, the program must be streamlined 
to fit the ZX-80. 

Prizes 

1st— A one year subscription or renewal 

to SYNC, and a SYNC T shirt. 

2nd— A one year subscription or renewal 

to SYNC. 

3rd -A SYNC T shirt. 

Send all entries to: 

The SYNC Challenge 
39 East Hanover Avenue 
Morris Plains, New Jersey 07950 



Hammurabi 

In this game you direct the ad- 
ministrator of Sumeria, Hammurabi, 
how to manage the city. The city 
initially has 1 ,000 acres. 1 00 people and 
3,000 bushels of grain in storage. 

You may buy and sell land with your 
neighboring city-states for bushels of 
grain — the price will vary between 17 
and 26 bushels per acre. You also must 
use grain to feed your people and as 
seed to plant the next year's crop. 

You will quickly find that a certain 
number of people can only tend a 
certain amount of land and that people 
starve if they are not fed enough. You 
also have the unexpected to contend 
with such as a plague, rats destroying 
stored grain, and variable harvests. 

You will also find that managing just 
the few resources in this game is not a 
trivial job over a period of say ten years. 
Thecrisis of population density rears its 
head very rapidly. 



HANURABI 
CREATIVE COMPUTING HQRRISTQUN, NEU JERSEY 

TRY YOUR HAND AT GOVERNING ANCIENT SUMERIA 
FOR A TEN- YEAR TERN OF OFFICE. 

HANURABI: I IEG TO REPORT TO YOU, 

IN YEAR 1 , PEOPLE STARVED, 3 CAME TO THE CITY, 

POPULATION IS N0U 100 

THE CITY NOU OURS 1000 ACRES, 

YOU HARVESTED 3 BUSHELS PER ACRE. 

RATS ATE 200 BUSHELS, 

YOU NOU HAVE 2800 BUSHELS IN STORE. 

LAND IS TRADING AT 24 BUSHELS PER ACRE. 
HOU HANY ACRES DO YOU UISH TO BUY? 10 

H0U HANY BUSHELS DO YOU UISH TO FEED YOUR PEOPLE? 2000 
HOU HANY ACRES DO YOU UISH TO PLANT UITH SEED? 990 

HANURABI: I BEG TO REPORT TO YOU, 

IN YEAR 2 f PEOPLE STARVED, 5 CANE TO THE CITY, 

POPULATION IS NOU 105 

THE CITY NOU OUNS 1010 ACRES. 

YOU HARVESTED 3 BUSHELS PER ACRE. 

RATS ATE 16 BUSHELS. 

YOU NOU HAVE 3019 BUSHELS IN STORE. 

LAND IS TRADING AT 21 BUSHELS PER ACRE. 
HOU HANY ACRES DO YOU UISH TO BUY? 25 

HOU MANY BUSHELS DO YOU UISH TO FEED YOUR PEOPLE? 2000 

HOU MANY ACRES DO YOU UISH TO PLANT UITH SEED? 1000 
HANURABI; THINK AGAIN. YOU HAVE ONLY 

494 BUSHELS OF GRAIN. NOU THEN, 
HOU MANY ACRES DO YOU UISH TO PLANT UITH SEED? 500 



HANURABI: I BE6 TO REPORT TO YOU, 

IN YEAR 3 , 5 PEOPLE STARVED, 5 CAHE TO THE CITY, 

A HORRIBLE PLAGUE STRUCK! HALF THE PEOPLE DIED. 

POPULATION IS NOU 52 

THE CITY NOU OUNS 1035 ACRES. 

YOU HARVESTED 1 BUSHELS PER ACRE. 

RATS ATE BUSHELS. 

YOU NOU HAVE 744 BUSHELS IN STORE. 

LAND IS TRADING AT 17 BUSHELS PER ACRE. 
HOU NANY ACRES DO YOU UISH TO BUY? 
HOU NANY ACRES DO YOU UISH TO SELL? 25 

HOU NANY BUSHELS DO YOU UISH TO FEED YOUR PEOPLE? 1000 

HOU NANY ACRES DO YOU UISH TO PLANT UITH SEED? 500 
HANURABI: THINK AGAIN. YOU HAVE ONLY 

169 BUSHELS OF GRAIN. NOU THEN, 
HOU NANY ACRES DO YOU UISH TO PLANT UITH SEED? 300 



HANURABI: I BEG TO REPORT TO YOU, 

IN YEAR 4 , 2 PEOPLE STARVED, 12 CAHE TO THE CITY, 

POPULATION IS NOU 62 

THE CITY NOU OUNS 1010 ACRES. 

YOU HARVESTED 1 BUSHELS PER ACRE. 

RATS ATE BUSHELS. 

YOU NOU HAVE 319 BUSHELS IN STORE. 

LAND IS TRADING AT 23 BUSHELS PER ACRE. 
HOU HANY ACRES DO YOU UISH TO BUY? 
HOU NANY ACRES DO YOU UISH TO SELL? 500 

HOU NANY BUSHELS DO YOU UISH TO FEED YOUR PEOPLE? 500 

HOU NANY ACRES DO YOU UISH TO PLANT UITH SEED? 230 

YOU STARVED 37 PEOPLE IN ONE YEARM! 
DUE TO THIS EXTREME MISMANAGEHENT YOU HAVE NOT ONLY 
BEEN IMPEACHED AND THROUN OUT OF OFFICE BUT YOU HAVE 
ALSO BEEN DECLARED NATIONAL FINK' Mi 



SO LONG FOR NOU. 



20 



SYNC Magazine 




itv^ 



10 PRINT TAB(32);"HArtURABI" 

20 PRINT TAB(13);"CREATIVE COMPUTING HQRRISTQUN, NEW JERSEY" 

30 PRINT;PRINTsPRINT 

SO PRINT "TRY YOUR HAND AT GOVERNING ANCIENT SUMERIA" 

90 PRINT "FOR A TEN-YEAR TERN OF OFFICE. ":PR1NT 

95 D1-0: P1=G 

100 Z = 0: P*95:S=2800: H=30Q0; E*H-S 

110 Y = 3; A=H/Y: 1=5; Q = 1 

210 0=0 

215 PRINT:PRINT:PRINT "HAMURABI; I BEG TO REPORT TO YOU,": Z=Z*1 

217 print -in year-;z;v;d;"PEQPle starved,";i;"Cahe to the city, 

218 P»PH 

227 IF Q>0 THEN 230 

228 P=INT(P/2) 

229 PRINT "A HORRIBLE PLAGUE STRUCK! HALF THE PEOPLE DIED." 

230 PRINT "POPULATION IS NOU";P 

232 PRINT "THE CITY NOU DUNS" ; A ; "ACRES. " 

235 PRINT "YOU HARVESTED" ;Y;"BUSHELS PER ACRE." 

250 PRINT "RATS ATE";E;"BUSHELS. M 

260 PRINT "YOU NOU HAVE" ;S; "BUSHELS IN STORE.'*; PRINT 

270 IF I«11 THEN 860 

310 C = INTMO»RND<! )): Y=C+17 

312 PRINT "LAND IS TRADING AT" ; Y ;"BUSHELS PER ACRE." 

320 PRINT "HOU HANY ACRES DO YOU UISH TO BUY"; 

321 INPUT Q: IF Q<0 THEN 850 

322 IF Y»Q<=S THEN 330 

323 GOSUB 710 

324 GOTO 320 

330 IF 0*0 THEN 340 

331 A=AtQ; S*S-Y*Q: C=0 
334 GOTO 400 

340 PRINT "HOU MANY ACRES DO YOU UISH TO SELL"; 

341 INPUT 0: IF Q<0 THEN 850 

342 IF Q<A THEN 350 

343 GOSUB 720 

344 GOTO 340 

350 A=A-0: S»S+Y*0; C*0 
400 PRINT 

410 PRINT "HOU MANY BUSHELS DO YOU UISH TO FEED YOUR PEOPLE"; 

411 INPUT Q 

412 IF Q<0 THEN 850 

418 REM ••• TRYING TO USE HORE GRAIN THAN IS IN SILOS? 

420 IF Q<=S THEN 430 

421 GOSUB 710 

422 GOTO 410 

430 S=S-Q: C = 1: PRINT 

440 PRINT "HOU NANY ACRES DO YOU UISH TO PLANT UITH SEED"; 

441 INPUT D: IF D = THEN 511 

442 IF D<0 THEN 850 

444 REN *** TRYING TO PLANT MORE ACRES THAN YOU OUN? 

445 IF D^A THEN 450 

446 GOSUB 720 

447 GOTO 440 

449 REN ••* ENOUGH GRAIN FOR SEED? 

450 IF INT(D/2X=S THEN 455 

452 GOSUB 710 

453 GOTO 440 

454 REN ••* ENOUGH PEOPLE TO TEND THE CROPS? 

455 IF D<10»P THEN 510 



567 PRINT 
710 PRINT 



460 PRINT "BUT YOU HAVE ONLY";P;"PE0PLE TO TEND THE FIELDS! NOU THEN," 
470 GOTO 440 

510 S=S-INT(D/2) 

511 60SUB 800 

512 REN • ** A BOUNTIFUL HARVEST) 
515 Y«C; H»D»Y: E=0 

321 GOSUB 800 

522 IF INT(C/2)OC/2 THEN 530 

523 REN *** RATS ARE RUNNING UILD! 1 
525 E*INT(S/C> 

530 S*S-E*H 

531 GOSUB 600 

532 REH *** LET'S HAVE SONE BABIES 

533 I = INT<CM20*AtS)/P/1GO*1) 

539 REN ♦»* HOU NANY PEOPLE HAD FULL TUNNIES? 

540 C=INT(Q/20) 

541 REN ♦*♦ HORROR, A 1 5Z CHANCE OF PLAGUE 

542 0=INT(10*(2*RND(1)-.3M 

550 IF P<C THEN 210 

551 REH »*• STARVE ENOUGH FOR INPEACHHENT? 

552 D«P-C: IF D>.45*P THEN 560 
353 Pl»( (Z-1 )*P1+D*100/P)/2 
555 P=C: D1=D1+D: GOTO 215 

560 PRINT: PRINT "YOU STARVED" ;D; "PEOPLE IN ONE YEAR!!!" 

565 PRINT "DUE TO THIS EXTRENE MISMANAGEMENT YOU HAVE NOT ONLY" 

566 PRINT "BEEN IMPEACHED AND THRQUN OUT OF OFFICE BUT YOU HAVE" 
"ALSO BEEN DECLARED NATIONAL FINK!!!!": GOTO 990 
"HAMURABI: THINK AGAIN. YOU HAVE ONLY" 

711 PRINT S;"BUSHELS OF GRAIN. NOU THEN," 

712 RETURN 

720 PRINT "HAMURABI: THINK AGAIN. YOU OUN ONLY" ;A;"ACRES. NOU THEN," 
730 RETURN 

800 CMNT(RND(1)*5>t1 

801 RETURN 

850 PRINT: PRINT "HAMURABI: I CANNOT DO UHAT YOU UISH." 

855 PRINT "GET YOURSELF ANOTHER STEUARDMIM" 

857 GOTO 990 

860 PRINT -IN YOUR 10-YEAR TERN OF OFFICE, ";P1 ; M PERCENT OF THE" 

862 PRINT "POPULATION STARVED PER YEAR ON THE AVERAGE, I.E. A TOTAL OF" 

865 PRINT DISPEOPLE DIED"": L = A/P 

070 PRINT "YOU STARTED UITH 10 ACRES PER PERSON AND ENDED UITH" 

875 PRINT L;"ACRES PER PERSON."; PRINT 

880 IF P1>33 THEN 565 

885 IF L<7 THEN 565 

890 IF P1>I0 THEN 940 

892 IF L<9 THEN 940 

895 IF IF Pl>3 THEN 960 

896 IF LOO THEN 960 

900 PRINT "A FANTASTIC PERFORNANCE ! ! ! CHARLEMAGNE, DISRAELI, AND" 
"JEFFERSON COMBINED COULD NOT HAVE DONE BETTER! " :60f0 990 
"YOUR HEAVY-HANDED PERFORMANCE SMACKS OF NERO AND IVAN IV." 
"THE PEOPLE (REMAINING) FIND YOU AN UNPLEASANT RULER, AND," 
"FRANKLY, HATE YOUR GUTS I • *:60T0 990 

"YOUR PERFORMANCE COULD HAVE BEEN SQHEUHAT BETTER, BUT" 
"REALLY WASN'T TOO BAD AT ALL. "J INT (P*.8*RND( 1) ) J "PEOPLE" 
"DEARLY LIKE TO SEE YOU ASSASSINATED BUT UE ALL HAVE OUR" 
"TRIVIAL PROBLEMS." 
FOR N=1 TO 10: PRINT CHRK7);: NEXT N 
"SO LONG FOR NOU."; PRINT 



905 PRINT 

940 PRINT 
945 PRINT 
950 PRINT 
960 PRINT 
965 PRINT 
970 PRINT 
975 PRINT 
990 PRINT: 
995 PRINT 
999 END 



21 




J to be continued. .. 



AAORE SPECTACULAR THAN STAR WARS I 
FLASHIER THAN FLASH GORPON • 
SEXIER TMAN SATURN ^ K ^ ON * 
PeEfeRTHAN BLACK h5L'E.» 
AK.n H l, APel? "™ AN AAARS NEEPS WO/WEN* 
...ANP BROUGHT T2> YOU AT AN INCRPPibTv L/Eii 
fOf-T, AN(7 IN AWESOWELV R?2r TASTE BV tup W 

k,... creative compatiRg / 




• SPACEHAWK/ 

Tow us NEKr ISSUE TOR: . * _ 

"ATTACK of the GVTcHQlfZf" 



28 




^ 

A one-hour LP record of eight synthesizers may 
change your views about computer music forever 

Binary Beatles 



by David Ahl 

Computer music. Who needs it? It's mostly 
boring beep, beep, beeps or wildly modern 
stuff. It's certainly nothing you'd want to 
listen to more than once. That's what I thought 
about computer music and most of my friends 
agreed. 

In 1978 I entered Yankee Doodle Dandy 
into my Software Technology system just 
to be different. Dick Moberg heard of it and 
asked me to perform in the Philadelphia 
Computer Music Festival. I agreed expecting 
to be the only one with something out of 
the ordinary. I was wrong. 

Computer Accompanist 

Nine individuals and groups performed 
in the festival. There were the usual Bach 
pieces but even they were different. Gooitzen 
van der Wal performed the last movement 
of the 2nd Bach Suite in a unique way. He 
played the flute solo while using the computer 
as accompaniment. 

Then Dorothy Siegel did the same thing, 
playing the clarinet solo part of Wanhals 
Sonata in b flat. The audience went wild. 

Hal Chamberlin played Bach's Tocatta 
and Fugue in d minor. But also with a differ- 
ence. He used a large computer before 
hand to 'compute'' the waveform of every 



instrument playing every note. It took one 
hour of computation time for each two min- 
utes of playback time. The result could hardly 
be distinguished from the organ in the 
Hapsburg Cathedral. 

Don Schertz had a home brewed synthe- 
sizer truly mounted on a breadboard that 
allowed him to control 25 parameters of 
each note. It produced spectacular sounds 
in his arrangement of Red Wing. 

Singing Computer 

In 1962, D.H, Van Lenten at Bell Labora- 
tories produced the first talking computer. 
Bell engineers taught it to recite the soliloquy 
from Hamlet. Then they went one step further 
and taught it to sing Daisy both alone and 
accompanied by another computer. This 
was also performed at the festival. 

Yes, the Beatles were represented. Andrew 
Molda played Hey Jude on his COSMAC 
VIP system with a program called PIN -8 
(Play it Now). 

Superb Quality Recording 

All these pieces and twelve others were 
recorded with broadcast quality equipment. 
Because of audience noise, eight were re- 
recorded later in a studio. We then took 
these tapes to Tru-Tone. a top recording 



studio and cut a lacquer master. It was a 
long session since the recording engineers 
insisted upon analyzing the sound from every 
source and setting up the equilization curves 
accordingly. It took over 1 2 hours to produce 
a one-hour lacquer master. 

Finished recordings were then pressed 
on top-quality vinyl and inserted into liners 
and record jackets. These were then shrink 
wrapped in plastic for maximum protection. 
We guaranteee that every LP record is free 
from defects or we will replace it free of 
charge. 

The extensive descriptions of each of the 
eight synthesizers and the festival would 
not all fit on the jacket so we've included an 
extra sheet with each record. This entire 
package is mailed in a protective corrugated 
package to insure that it reaches you in 
mint condition. The cost is a modest $6.00 
postpaid in the U.S. and $7.00 foreign. Send 
order with payment or Visa, MasterCard or 
American Express number to Creative Com- 
puting, Morris Plains, NJ 07950. 

This LP record contains one hour of eight 
computer music synthesizers that you'll listen 
to over and over again. Send in your order 
today at no risk whatsoever. 

creative 
computing 

Morris Plains. NJ 07950 
Toll-free 800-631 -81 1 2 

(In NJ 201-540-0445) 



J 



available 
by mail 
order only 



$14.95 

(plus $1 shipping 
and handling) 



Other books in preparation 

include: 

ZX80 Machine Language 

Programming 



30 



This Book is Excellent!" 

— Clive Sinclair 

The unique book contains 30 programs all designed to fit in the basic 1 K version of 

the SINCLAIR ZX80H 

With this book you will realise that the ZX80 is more powerful than you ever imagined! 

1 1 2 pages packed full of solid information! 

BLACKJACK - actually contains a full pack of cards, shuffles them, keeps track of 

the dealer and player totals, and the money bets, all within 1 K. 

Dr. ZX-80 - a truly conversational program: DR. ZX-80 is your personal computer 

analyst. 

LINE RENUMBER - an invaluable program which automatically renumbers lines 

and puts order to your programs. 

MEMORY LEFT - an incredible routine especially useful with only 1K, which lets 

you know to the byte how much memory is left. This also illustrates USR routines. 

GOMOKU — the computer challenges you to this complex Japanese game, incredibly 

this program including display of the 7 x7 board fits into 1 K — it only does so because 

it uses the display as memory! 

Other programs included are HORSE RACE, LUNAR LANDER (with moving spaceship 

display), NOUGHTS AND CROSSES, NIM, SIMPLE SIMON, HANGMAN, LIFE: 

MASTERMIND, PINCH and 16 others! 



WOGRtfKs 



Ton 



TH{ 



SlH C£AtR 
&S0 

IK 



Castle Doors 



Weldon J. Horton Ph.D 



4 
6 

10 
12 
14 
16 
18 
20 

24 
26 
28 
30 

34 

36 

40 
42 

44 
46 
48 
50 

52 
54 
56 
58 
60 

64 




TO CA3TLE DOORS" 



< 300 ) 
( 50 ) 



— Wizard "s 
— Start i ri3 



strength — 
strength of pi aver 



"YOUR STRENOTH IS 



PRINT 

PRINT 

PRINT "WELCOME 

PRINT 

LET B=RND 

LET C=RND 

PRINT 

PRINT 

PRINT 

PRINT 

PRINT 

PRINT "PRESS 4 TO OPEN A DOOR, PRESS 5 TO FIOHT THE WIZARD" 

RANDOMISE 
LET D=RND 

A=0 

E=RND 

F=RND 

G=RND 

H=RND 





LET 

LET 

LET 

LET 

LET 

INPUT 

CLS 



( S ) 

( 50 ) 
(100) 
( 25 ) 
(15) 



— D o o r select o r - - 
— Initializes monste 
— Size of acceptable 
— Chance of set tins 
--Gain in strength o 
— Loss of strength o 



r strength — 

bribe--- 
caught on run option 
n win over monster — 
n run option--- 



IF 
IF 
IF 
IF 
IF 
IF 
IF 
IF 
IF 
IF 
UF 
IF 



0=5 
D=l 
D=l 
D=2 
D=2 
D=3 
D=3 
D=4 
D=4 
D=5 
D=5 
D=6 



THEN GOTO 176 

THEN LET A=RND (20) 

THEN LET A$=" CYCLOPS" 

THEN A=RND (30) 

THEN LET A*="WITCH" 

THEN LET A=RND (40) 

THEN LET A$=" DRAGON" 

THEN LET A=(50) 

THEN LET A$=" GARGOYLE" 

THEN LET A=(60) 

THEN LET A*=" ZOMBIE" 

OR D=7 OR D=S THEN GOTO 



— Strength of 
— Monster n 



1 60 



PRINT 



monster in line belou — 
a me — 



Castle doors is an adventure game that 
presents a new challenge with each play- 
ing, and the opportunity for easy adjust- 
ment of difficulty if the Wizard is winning 
too much, or too little of the time. 

You, the player, have the ultimate task 
of defeating the evil Wizard, but first you 
must gain strength and experience by 
confronting the strange denizens of the 
Wizard's enchanted castle. Behind each 



80 

34 
86 

y o 

90 

92 

94 

96 

98 

1 00 

1 02 

104 

1 06 
1 08 

109 
110 
112 
114 
116 

118 
120 
122 
124 
126 
128 
130 
132 

134 
136 
138 

140 
142 
144 
146 
143 
150 
152 
154 
156 
1 58 
160 
162 
164 
166 
168 

170 
172 
174 
176 
178 
180 
1 82 

184 



PRINT 

PRINT "YOU MAY: FIGHT=1 BRIBE=2 RUN=3 
INPUT N 
CLS 

IF N=2 THEN GOTO 124 
IF N=3 THEN GOTO 143 
IF C<A THEN GOTO 176 
PRINT 
PRINT 
PRINT 
PRINT 
PRINT 
PRINT 
TO FIGHT 
INPUT Q 
CLS 
PRINT- 
PRINT 

if q>c then goto 94 

if q>a or q=a then let c=c+g 

if 0>a or q=a then print "you win 

brave adventurer" 

if q<:a then let c=c-q 

print "you lose to 



"YOUR STRENGTH IS 



"HOW MUCH STRENGTH 
WITH?" 



DO YOU WANT 



THE 



LET C=C-P+G 
PR I NT "BR I BE 



IF Q<A THEN 

GOTO 12 

PRINT 

PRINT 

PRINT "YOUR STRENGTH IS ";C 

PRINT 

PRINT "HOW BIG A BRIBE DO YOU 

WANT TO OFFER?" 

INPUT P 

CLS 

IF P>E OR P=E THEN 

IF P>E OR P=E THEN 

IF P<E THEN PRINT "BRIBE 

IF P<E THEN GOTO 66 

GOTO 12 

PRINT 

PRINT 

IF F=50 THEN GOTO 176 

PRINT "YOU GOT AWAY FROM THE MONSTER" 

LET OC-H 

GOTO 12 

PRINT 

PRINT 

IF D=6 

IF D=6 

IF D=7 



A* 



ACCEPTED" 
REFUSED" 



most offer you only of of three alterna- 
tives: fight the monster and pass through 
the door, bribe the monster to let you 
pass, or you can run away from the 
monster. 

After chosing to fight the monster, you 
must decide how much strength to fight 
with. If you lose, you lose the strength 
you fought with; if you win, you win addi- 
tional strength. If your total strength is 
less than the strength of the monster 
whom you are fighting, you lose the 
game. 

If you chose to bribe the monster to let 
you pass, it may refuse your bribe, and 
you must decide what to do next: fight, 
offer a bigger bribe, or run away. If your 
bribe is accepted you lose the bribe and 
gain the same amount of strength points 
you would have had if you had fought the 
monster and won. Be warned, however, 
that a successful bribe can easily result in 
an overall loss of points. 

If you chose to run away you will, natu- 
rally, lose some strength. Also, the 
monster has a one in one-hundred chance 
of catching you and ending the game. 

When you feel that you are ready, you 
may chose to fight the evil Wizard. The 
battle is short, fierce, and has the imme- 
diate outcome of either total victory or 
defeat. 

This program is written in such a 
manner as to make the adjustment of all 
strength and penalty values quite easy. 
Messages printed in the course of the 
program run have been adjusted to print 
correctly on the screen by the addition or 
delection of internal spaces. Comments 
have been added to the program listing in 
order to identify those values that you 
might want to change as you become 
more familiar with the program, in order 
to customize it to your preferences. You 
will note, that even if you are called upon 
to fight the same type of monster twice in 
a row, that each individual monster with- 
in a type posesses individual character- 
istics, withing the set limits. Only the 
power of the evil Wizard remains con- 
stant during each game. 



THEN 
THEN 
THEN 



A PRINCESS AND GAIN- 50 POINTS' 



PRINT "SAVE 
LET OC+50 

PRINT "FAIRY GIVES YOU A MAGIC POTION 
THAT DOUBLES YOU STRENGTH" 
IF D=7 THEN LET C=C*2 

IF D=8 THEN PRINT "A GIANT BAT CARRIES YOU TO ANOTHER DOOR 
GOTO 12 
PRINT 
PRINT 
IF OB OR C=B THEN PRINT "THE WIZARD 



IS 
IF CCB OR C<A OR F=50 THEN PRINT "YOU F 



DEFEATED-YOU 
DUGHT BRAVELY, 



WIN" 



BUT WERE 
STOP 



DEFEATED-GAME OVER" 



Jan/Feb 1981 



31 



Draw a Picture 




Howard Branch 




7 THEN TO TO 128 



K 



IBS PRINT 

110 PRINT 

126 PRINT "SIZE FAD 

130 INPUT N 

140 IF N < 3 OR N > 

150 DIM A «::N * N - 1 > 

200 CLS 

216 FOR K « 1 TO N 

228 LET *.J ■ N + 1 

230 PRINT J, 

240 FOR I - 1 TO N 

256 PRINT CHR* CA<J - N - 1 + N * I ) 

260 NEXT I 

276 PRINT 

286 NEXT K 

296 PRINT 

366 PRINT , 

316 FOR I =« 1 TO N 

326 PRINT I; 

330 NEXT I 

346 PRINT 

460 PRINT "ENTER COORD" 

416 INPUT X 

426 IF X «' 8 THEN GO TO 560 

436 PRINT X 

446 LET J - X / 18 

450 LET I - X - 10 * J 

466 PRINT "ENTER CHAR CODE" 

470 INPUT X 

430 LET A<J - N - 1 + N * I> 

490 GO TO 200 

560 PRINT "CODES USED:" 

510 FOR K ■ 1 TO N 

526 LET J « N + 1 - K 

530 PRINT "LINE: ".; J, 

540 FOR I ■ 1 TO N 

550 PRINT A<J - N - 1 

560 NEXT I 

570 PRINT 

5S0 NEXT K 




+ N * I>j " 



A new house. A new neighborhood. 
We've all been through it. Last time, I 
remembered, it took me two or three 
years before I met most of the people on 
my block. This move, I was determined 
that would not happen. 

My solution? An open house a few weeks 
after I moved in. It forced me to get 
settled fast; I didn't want my neighbors 
climbing over packing cartons. 

I didn't know how many people to expect 
and whether I'd be able to entertain them 
all at once, so I set up two computers 
(borrowed from work) on the lower floor. 
One was an Apple, the other a ZX-80. 

Naturally the Apple equipped with two 
ALF music synthesizers playing stereo 
music (accompanied by spectacular color 
graphics of the notes being played attracted 
the most initial attention). 

But then some people discovered the 
Sinclair in the other room. "What's this?" 
and "It can't be a real computer" were 
the typical comments. 

I had seven or eight games on tapes, 
some of which I loaded in and demon- 
strated. Some people were interested. 
Others started drifting back to the wine 
and cheese. Then I loaded in Draw a 
Picture. 

This was the first program I had ever 
keyed into the ZX-80. 1 was looking for a 
short program to try out the machine, 
and I was interested in the graphics. This 
seemed ideal. And so it was. 

Within 15 minutes I had made a face. 
(Why is the first thing one usually drawas 
with paint, computer or charred stick 
usually a smiling face?) I changed the 
expression, ears, nose, eyebrows and all 
the other features at least five times. What 
fun I think I skipped lunch that day. 

My guests also made faces on the ZX- 
80. First a happy face. "Oh, let me try" 
said one previously timid woman. She 
made a face with a large beard. Another 
woman felt that a squarish, robot-type 
face was more appropriate. 



32 



SYNC Magazine 





At this point I broke through the crowd 
and quickly "drew" a small dog. After all, 
I reasoned, computers can do more than 
draw faces. But alas, they would have 
none of it, and I was unceremoniously 
elbowed aside for yet another face. 

As the guests drifted out, I noticed that 
the computer crowd downstairs was show- 
ing no such inclination. Interestingly 
enough, this time the Apple had been 
deserted and the crowd was around the 
ZX-80 with Draw a Picture. 

You too can draw faces with your ZX- 
80. You can draw small dogs, or even 
other things like boats, flowers and space 
ships. But don't try to do it with a crowd 
standing around; all they want are faces. 

Draw a Picture is from 30 Programs for 
the ZX-80, published by Melbourne House, 
Glebe Cottage, Gleebe House, Station 
Road, Cheddington, Leighton Buzzard, 
Bedfordshire, England, and costs $14.95 
in the U.S. or £ 7.45 in the U.K. 



"71 7Z 73 7* -15 7b 77 

4>l (o1 U U ^ Up &7 

?■ 5* 9* <7* 5*7 91 ^ 

41 42 4* 44 4^ 4U +7 

51 32 35 54 Si? Zi* V7 

Zl 22 23 Z4 25 It* 27 

VI 12 13 14- t<7 1(p 17 

When the program says "ENTER 
COORD," enter a single number from 
the grid numbering diagram. If you enter 
0, the program will give you a summary 
of what codes you used at each location. 
When the program says "ENTER CHAR 
CODE/" enter the code of the graphics 
character you want to appear on the screen. 
If you want to erase a previous character, 
enter 0. 

Jan/Feb 1981 



Available from the keyboard: 



D 


3 y 


E 


5 h 


. 


7 a 


M 


9 ■ 


H 


11 ■ 



10 



Not available from the keyboard: 




129 



128 



130 



132 



m 



136 



Other useful 'graphic' symbols: 
6 £ 18 - 19 + 
20 # 23 > 21 < 



a 


131 H 


a 


133 L 


9 


m m 


H 


B 



33 



Pounds and Pence, 
Dollars and Cents 



Leonard Gaunt 



The new ROM for the ZX80 may be available before these 
words are in print. It remedies a lot of the defects of the 
original ROM. It gives floating point facilities, trigonometric 
functions, keyboard access to reversed characters and many 
other useful functions. 

For those who still have the old ROM, there is no way of 
dealing with pounds and pence, or dollars and cents, is there? 

As a matter of fact, the answers are 'yes'. 



Leonard Gaunt, 44 Hatherop Rd.. Hampton. 
Middlesex. TW12 2RF. 



1 LET J 

2 LET K 
5 PRINT 



10 
20 

f' . I 

30 

40 

50 

60 

70 

SO 

90 

1 00 

310 

311 

315 

320 

321 



324 



LET 
LET 
FOR 
LET 
LET 
LET 
LET 
LET 
LET 
GOSUB 
NEXT 



B 

'ADD" 
T = 
T2 = 

N = 



1 TO 
RND ( ' 



= RND (99) 

A 



ri - 

A2 

:< = 

Y = A2 
T = T + 

T2 = T2 
2000 
N 



4 



1-1 

+ 



A2 



-:( ) 



LET X 
LET Y 
PRINT 
PRINT 

PRINT 
PRINT 
PRINT 
PRINT 
PRINT 
GOSUB 



= T 



"PRINT YOUR ANSWER' 



3000 
3005 
30 1 
3020 
3025 
3026 
303 1 
3032 
3035 
3040 
3070 
3090 
3 1 00 
3110 
3130 

4000 
40 1 



"PRE:: 

"THE 
3000 



DECIMAL POINT" 



2000 IF Y < 100 THEN 
2010 LET Y = Y - 100 
2020 LET X = X + 1 
2030 GOTO 2000 

2033 PRINT 

2034 PRINT 

2035 IF X < 10 
2040 IF X <: 10 
2050 IF NOT X ■■ 
2060 IF NOT X « 
2070 RETURN 



SOTO 203! 



4040 
4050 
4055 
4056 
4060 
4065 
4070 
4080 



There are ways of getting round the problems. A useful 
educational program, for example, is to teach kids to add up 
dollars and cents, or what have you. That can be done in a 
relatively simple manner, as Program 1 demonstrates. This is 
a program that goes on indefinitely setting new sums. 

This program is self-explanatory: It asks you to add four 
randomly produced amounts from 1.01 to 99.99. 

It asks you to print the answer using Newline instead of the 
decimal point. 

Subroutines line up the decimal point, produce the after 
the decimal point where required and add the whole numbers 
and the decimals separately. Your answer and the correct 
answer are printed and you are told whether you are right or 
wrong. 

You are then invited to press Newline for another sum or S 
for you score. 

The program produces new sums indefinitely. 



A 



B 



10 

B • 



A; ". "; 

THEN PRINT "0";B 
I 10 THEN PRINT B 



INPUT 
PRINT 
PRINT 
INPUT 
IF B ■••: 
IF NOT 
PRINT 
PRINT- 
PRINT 
GOSUB 
PRINT 

IF A = X AND B = Y THEN GOTO 4000 
PRINT "YOU WERE WRONG" 
LET K = K + 1 
GOTO 4040 



"THE 
2000 



ANSWER I! 



PRINT 
LET J 



" THAT 
= J + 



IS 
1 



RIGHT" 



NEWLINE INSTEAD OF" 



PRINT 
PRINT 
PRINT 
PRINT 
INPUT 
CLS 
IF 1% 
IF 1% 
" RIGHT 



"PRESS NEWLINE FOR ANOTHER SUM" 



" OR 
Z$ 



FOR YOUR SCORE" 



— It Q '» 



THEN i 
THEN 



SOTO 5 
PRINT 



"YOU GOT 



J! 



AND Y < 10 THEN PRINT , , " " 

AND NOT Y < 10 THEN PRINT , , 

10 AND NOT Y < 10 THEN PRINT 

10 AND Y < 10 THEN PRINT , . 



AND 
IX?" 



K; " WRONG" 



O" 



x; 
X; 

0" 



Y 

Y 
Y 



Y 



34 



SYNC Magazine 



10 
20 
30 

40 
50 
60 
70 
80 
90 
1 00 

no 

1 20 

130 
1 40 
150 
160 

170 
130 
190 

200 
210 
220 
230 
240 
250 
260 
270 
230 
290 
300 
310 
320 
330 

■-. •-• cr 
O O ■_' 

340 
350 
360 
370 
380 
390 
400 
410 
420 
430 
440 
450 
460 
470 
4 SO 
490 
500 
510 
520 
530 
540 
550 
560 



"WHAT 
A$ 



IS YOUR NAME' 



- o 
" DO 



"TYPE E FOR EASY; H OR D 



B* 



"OK, 



:A* 



'HERE ARE 
= 1 TO 10 
= RND(IO) 
= RND(IO) 
3 OR B < 
-■ "D" THEN 



"D" OF B* - 



IS 



"WHAT 
T 
A*B THEN GOTi: 



PRINT 

INPUT 

CLS 

LET X 

PRINT 

PRINT 

PRINT 

PRINT 

INPUT 

CLS 

PRINT 

PRINT 

PRINT 

FOR Z 

LET A 

LET B 

IF A 

IF B$ 

IF B* 

PRINT 

PRINT 

PRINT 

INPUT 

IF T i 

GOTO 320 

CLS 

PRINT "RIGHT" 

PRINT- 
LET X = X + 1 

NEXT Z 

GOTO 360 

CLS 

PRINT "WRONG, 

PRINT ". ";A; 

PRINT 

NEXT Z 

PRINT "THAT IS ALL, 

PRINT 

PRINT 

PRINT 

PRINT- 
PRINT 

PRINT 

PRINT 

PRINT 

PRINT 

INPUT 

IF D* 

CLS 

PRINT 

PRINT 

PRINT 

PRINT 

PRINT 
PRINT 

PRINT 
PRINT 



YOU WANT EASY, A LITTLE HARDER, OR DIFFICULT QUESTION:; 



10 QUESTIONS 



: THEN 
LET A 



GOTO 150 
= A*2 
H" THEN 



A; " TIMES 



260 



LET B = B*2 



b Multiplication tables 

I haven't yet got round to making the ZX80 multiply and 
divide decimals but Program 2 is a simple •multiplication 
table' teacher. It is a talkative' program offering three grades 
of difficulty, setting ten questions, giving the score and inviting 
further participation. 



5 A* 

TIMES 



:B; 



:A* 



' ; A*B 



" YOU SCORED 



OUT OF 10' 



'<c <* 



"DO YOU WANT ANOTHER 10' 



"TYPE 
D* 

__ if y* 1 1 



Y FOR YES 



N FOR NO" 



THEN GO TO 30 



"THANK YOU, 



A* 



'GOODBYE FOR NOW" 




"BUT PLEASE COME BACK" 



11 When you're through Dad, I want to write a 
program to experiment with the effect of a 
different coefficient on a plot of a polynomial of 
the form Y (X( = A*X + B*X + C." 



Jan/Feb 1981 



35 



1 LET .J - 





2 LET ,J2 - 


E3ocMi 


3 LET H = 


q DaSII 


4 LET H2 ■ 





5 LET G - 





6 LET G2 - 





7 LET K = 





8 LET K2 = 


o 


9 LET L = 





10 LET L2 


s 


11 LET M - 





12 LET M2 


m 


15 LET Z ■ 





16 LET Z2 


- 


45 PRINT " 


ACCOUNT £P CATEGORY' 


47 GOSUB 6 


00 


50 INPUT A 


» 


60 IF A*S 


= "T" OR A* ■--- "TC" THEN C 


70 INPUT B 




80 INPUT E 


..1 


85 IF B < 


THEN LET B2 = -B2 


90 INPUT C 




110 PRINT 


ft*; 


120 LET I 


- 15 


130 LET X 


- B 


140 LET Y 


- B2 


150 GOSUB 


2000 


155 GOSUB 


1 000 


157 GOSUB 


2050 


160 LET 2 


- Z +■ B 


170 LET Z2 


! » Z2 + B2 


195 LET I 


= 2 5 


200 PRINT 


c 


210 GOSUB 


5000 


250 GOTO 5 


JO 


270 GOSUB 


600 


290 PRINT 


"TOTAL"? 


300 LET' I 


■ 15 


310 LET X 


— "7 


320 LET Y 


ss 7 2 


325 GOSUB 


9000 


330 GOSUB 


2000 


335 GOSUB 


.1 000 


339 GOSUB 


2050 


340 IF A* 


■ "TC H THEN GOTO 345 


342 GOTO t 


5 00 


345 PRINT 




346 PRINT 


"CATEGORY TOTALS" 


363 PRINT 


ii i it 

. - « L 7 


369 LET X 


= H 


370 LET Y 


- H2 


375 GOSUB 


8000 


379 PRINT 


■I -in 

» • • •£, ? 


380 LET X 


« J 


331 LET Y 


= J 2 


385 GOSUB 


sooo 


337 PRINT 


• • m w 7 


388 LET X 


= K 


389 LET Y 


=s K2 



Basic Accounting With Decimal Currencies 



Program 3 is very complicated. It keeps accounts, in a way. 
It prints out the account name or number, adds and subtracts 
cash amounts, splits them into categories or groups, gives one 
grand total and six sub-totals. Of course, it is rather limited by 
the availability of display space. The 'Continue' facility can 
be used but it really needs a printer. 

This program allows the entry of account number, name. 
etc., plus a column of pounds and pence, or dollars and cents, 
and a category column. 

The amounts can then be totalled in one grand total and six 
subtotals by category number. 

iOTO 270 

Data entry is in the form: 

1 Account number, name, etc. (any string) — newline 

2 Pounds/dollars — newline — pence/cents— newline 

3 Category of account (any number, normally 1 to 6) — new- 
line 

Note that the decimal point is not used but that .50 must be 
entered as 50 and not 5 as in calculator usage. The entry of a 
single figure after the decimal point is treated as one- 
hundredth part, i.e. 5 is treated as 05. 

Debits (minus figures) are entered in the normal way e.g. 
-2566 newline 09. There is no need to put the minus sign 
before the decimal entry. 

After the entry of the category number, the details in 1,2 and 
3 are printed. Repeat for as many entries as required. 

When all entries have been made, enter; 

T newline to obtain main total only OR 

TC newline to obtain main total and subtotals 

If further entries or corrections are necessary, enter 

C newline 
and repeat 1,2,3,T or TC. The amounts entered are added to 
the previous totals. 

The program uses several subroutines for tabulation, to 
persaude the ZX80 to add and subtract decimals and to 
ensure that the results are printed correctly. 

390 GOSUB SOOO 

395 PRINT "...4"i 

400 LET X * L 

404 LET Y « L2 

405 GOSUB 8000 
425 PRINT ". . .5 f S 
430 LET X * M 
440 LET Y - M2 
450 GOSUB SOOO 
460 PRINT ". . „& H , 
465 GOSUB GOSUB 600 
500 INPUT B$ 
505 PRINT 

510 IF B* ■ M C M THEN GOTO 50 

520 STOP 

36 SYNC Magazine 



600 FOR N = 1 TO 32 

610 PRINT "-"; 

620 NEXT N 

630 RETURN 

1000 GOSUB 1040 

1010 GOSUB 1050 

1020 RETURN 

1040 PRINT " " ; 

1050 IF I + PEEK (16420) - 33 THEN RETURN 

1060 IF I = THEN IF PEEK (16420) < 2 THEN 

1070 GOTO 1040 

2000 IF Y C 100 THEN GOTO 2040 

2010 LET Y = Y - 100 

2020 LET X = X + 1 

2030 GOTO 2000 

2040 RETURN 

10 AND NOT Y 



RETURN 



2050 



IF Y < 
2055 IF Y ■: 
2060 IF Y > 
2065 IF NOT 
2070 RETURN 
5000 IF C = 
5010 IF C ■ 
5020 IF C = 
5030 IF C = 



THEN PRINT X; " 



-9 THEN PRINT X;".";Y*-1 
-10 AND Y < THEN PRINT X 
' < 10 THEN PRINT X?".";Y? 



O 



" ; Y? 
sy*-i 



5035 IF C = 3 
5040 IF C = 3 
5045 IF C = 4 
5050 IF C = 4 
5055 IF C = 5 
5060 IF C = 5 
5065 IF C = 6 
5070 IF C = 6 
5080 RETURN 
6000 IF Y := 
6010 LET Y Y 
6020 LET X = X 
6030 GOTO 6000 
6040 RETURN 
6500 LET Y = Y 
6510 LET X = X 
6520 GOTO 90 1 
7000 LET X = X 
7010 LET Y = Y 
7020 GOTO 9020 
3000 GOSUB 9000 
8100 GOSUB 2000 
8020 GOSUB 2050 
3030 RETURN 
9000 IF Y < AND 
9010 IF X > AND 
9020 IF X < AND 
9030 RETURN 



1 THEN LET G ■ G + 

1 THEN LET G2 = G2 

2 THEN LET H = H + 

2 THEN LET H2 = H2 

3 THEN LET J = J + 
3 THEN LET J2 = J2 

THEN LET K ■ K + 
THEN LET K2 » K2 
THEN LET L - L + 
THEN LET L2 = L2 
THEN LET M = M + 
THEN LET M2 = M2 



B2 



B 
+ 
B 

+ B2 
B 

+ B2 
B 
+ 
B 



B2 
62 
B2 



-100 THEN GOTO 6040 
1 00 



1 00 

1 



i 
1 00 



X 
Y 
Y 



THEN GOSUB 6000 
THEN GOTO 6500 
THEN GOTO 7000 



The magazine for Sinclair ZX80 users 




L|n 





T-SHIRTS! 

Proclaim the computer of your choice on your 
chest with our own Crash Cursor and Sync, 
Design is silver on dark blue shirt for a striking 
effect. Available in adult S,M,L and XL. $6.00 
postpaid in U.S.A.; 3,00 postpaid in U.K. Send 
US. orders to SYNC, 39 East Hanover Ave., 
Morris Plains, NJ 07950. Send U.K. orders to 
SYNC, 27 Andrew Close, Stoke Golding, 
Nuneaton CV1 3 6EL. 



Jan/Feb 1981 



37 



Adding an LED Load Monitor to the ZX80 



Cecil Bridges 



The input signal level is critical when 
loading a program from cassette tape. 
Save and Load operations can be done 
with the computer as it exists: One estab- 
lishes the correct volume control setting 
on the tape recorder by trial and error. 
One then secures the volume control in 
the correct position with sticky tape, or 
makes a couple of index marks which 
allow the recorder to be set properly. If 
one's tape recorder batteries age, or if 
one tries to load a program recorded by 
someone else, then a new level has to be 
re-established by trial and error. 

An alternative is to use a load monitor 
to show when a program to be loaded is 
at the correct level. Initially, I dedicated 
an oscilloscipe as a load monitor, but this 
seemed like overkill, particularly in view 
of the size discrepancy between the 
'scope and the computer. I then added a 
single LED (light emitting diode) to the 
tape "ear" input of the computer. The 
voltage for lighting the LED is just right 
for loading a program from the cassette 
tape. 

In order to add the LED, it was neces- 
sary to get the top off the computer. This 
was no problem for me because I had 
already destroyed the plastic rivets in 
attempting to assemble my Microace, 
and had substituted small screws. You 
may want to add the Microace 2K RAM 
option at a later date, and screws look 
better than the rivets anyway, so very 
carefully drill out the five rivets around 
the outside of the top cover, taking 
special care not to damage the printed 
circuit board. Get out your soldering 
pencil and thin rosin core solder. The 
LED can be soldered into the printed 
circuit board from the top if you want to 



avoid taking out the rivets holding the 
board to the bottom of the case. The 
short lead on the LED is attached just 
below the input ("ear") jack at the point 
marked X in the illustration and the long 
lead attaches at the point marked Y. You 
will probably have to extend the leads of 
the LED with fine insulated wire. Drill a 
hole in the top of the case where the LED 
will stick through. Use insulating tape on 
the bare lead wires of the LED and 
assemble the case. 

To minimize any interaction with the 
input circuit, use small LEDs which draw 
less current and have less capacitance 
than the large ones. I found mine, red, 
about 2mm in diameter, at Radio Shack. 
Be careful when bending the leads of 
these little LEDs; any strain on them will 
break their little red plastic cases. 

In use, the LED will just light up when 
the tape recorded program is coming in 
at the correct level, and will remain dark 
or barely flicker when it is too low for the 
computer to accept. 



I used the single LED load monitor for 
a while, but later added two additional 
components to make a more elegant 
monitor. A second LED was added in 
parallel with the first, with a silicon diode 
in series with it to drop the voltage 
slightly. See the wiring diagram in the 
illustration. The second LED then acts as 
an over-voltage indicator when it is lit. 
The 3/4 volt forward conduction voltage 
drop across the silicon diode makes a 
fairly precise bracket for the input volt- 
age. Solder the second LED and the sili- 
con diode to the lead extensions of the 
first LED, not to the printed circuit 
board. 

Setting the correct tape recorder 
volume level for loading is now simple. 
Given a taped program recorded at some 
unknown level, the volume level is in- 
creased (while the tape recorder is play- 
ing back the recorded program) until the 
first LED lights up and the second re- 
mains dark. Rewind the tape and it 
should then load successfully. 



Cecil Bridges, 1248 N. Denver, Tulsa, OK 74106. 
38 





SYNC Magazine 



New Peripherals from Sinclair 



Printer 

"Extremely low cost." That's the answer 
I got when I asked Nigel Searle about the 
forthcoming Sinclair printer. Relentlessly, 
I pressed for more. 

It is a line-at-a-time printer and only 
prints a line when the user hits NEWLINE. 
"Seems awkward," said I. "Extremely low 
cost," said Nigel. 

It has a 32-character line, the same as 
the display. "That means non-standard 
paper," said I. "Extremely low cost," said 
Nigel. 

The printer uses a dot matrix and prints 
the complete ZX80 graphics character 
set. "Very nice," said I. "Yes," agreed 
Nigel. 

Flat Screen Display 

When I interviewed Clive Sinclair last 
fall, he indicated that the major research 
program at that point was flat screen 
television. Nigel Searle informs us that 
working prototypes have been produced 
and that a factory is now being built to 
produce the units. Production units are 
expected by December 1981. 

The CRT measures 3 inches across the 
diagonal. Sinclair is currently considering 
a projection device to increase the effective 
picture size to 5 inches. The CRT tube is 
an astonishing 3/8" thick. 

A standard, but miniature, projection 
gun shoots the beam parallel to the surface 
of the screen and it is then bent. The 
principal itself is not new, however, this is 
the first time it has been successfully 
executed. 

Clive Sinclair was emphatic that the 
company would not introduce anything 
that was not price competitive with existing 
technology. However, he would not 
elaborate on the price of the flat screen 
TV in September when we talked. Now, 
with four months of additional experience 
with the unit, Nigel tells us that the original 
retail target price was $125 or £ 50. This 
was for a broadcast TV receiver. (Existing 
conventional 3" units now on the market 
carry retail prices of $200 and up.) How- 
ever, more good news. It appears by 
employing a highly automated production 
line, the original target price can be beaten 
down some 40% to $75 or £ 30. 



Sinclair Withdraws 8K Basic ROM 

We read with interest in Computer 
Weekly that Clive Sinclair has withdrawn 
the 8K Basic ROM chip for the ZX-80 
until the first quarter of 1981. This occurred 
only a month after it was announced to 
the world (September 11, 1980). He denies 
rumors that software bugs are the cause 
and blames the delay instead on the 
incorporation of extra functions. 

The 8K ROM chip is supposed to direcdy 
replace the original 4K ROM even though 
there is no upward compatability between 
the two slightly different Basics. When it 
eventually appears, the 8K ROM will enable 
the ZX-80 to work in floating point 
arithmetic to 9-digit accuracy. 

The extra functions now being incor- 
porated in the chip mainly consist of a 
printer driver. The printer is planned for 
introduction in the first half of 1981. 

In explaining the product announcement 
and subsequent withdrawl, Sinclair stated, 
"We were caught out. We wanted to bring 
out the 8K as soon as possible, but on the 
other hand we did not want to be severely 
critisized at a later stage when we would 
have to bring out another version." 

8K Basic ROM 

Originally announced in September 1980 
and then withdrawn, the 8K Basic will 
probably be out by the time this is printed. 

The new one differs from the original 
in that it incorporates a printer driver 
routine and one other new feature about 
which Sinclair is being quite secretive. 
Some minor functions were cut out of the 
first version to make way for these two 
new features. 

Sinclair either doesn't know or isn't 
saying whether the 8K Basic will work in 
the MicroAce. Apparently there is no love 
lost between the two companies even 
though they have a rather close business 
licensing arrangement. Reputable sources 
tell us that, indeed, the 8K ROM will 
work in the MicroAce. 



30 Programs 
for the 
Sinclair ZX-80- 

a Review 



David Lubar 



30 Programs for the Sinclair ZX-80, by 

Melbourne House, Glebe Cottage, Glebe 
House, Station Road, Cheddington, 
Leighton Buzzard, Bedfordshire, England, 
distributed in the United States by Image 
Computer products, 615 Academy Drive, 
Northbrook, IL 60062, 1 1 1 pages, paper- 
back $14.95. 1980. 

30 Programs for the Sinclair ZX 80 
published by Melbourne House, contains 
games and utilities that will run in IK of 
memory. But the book is more than just a 
collection of programs; it is a storehouse 
of valuable techniques and tricks. While 
many of the programs are entered in the 
usual way, some are entered in ways that 
expand the capabilities of the Sinclair. For 
example, several of the programs come in 
two parts. The first part accepts inputs 
which are stored as data for the second 
part. In "Lunar Lander," these data are 
used to draw the rocket ship. In "Dr. ZX- 
80" (see Creative Computing's More 
Basic Computer Games for the original 
Dr. Z), the data are used to store strings in 
memory. 

These techniques alone make the book 
worthwhile. Add to this the fun of the 
games themselves, from a simple "Leap 
Frog" to the complex programming of 
"Gomoku, ,, and you have a bargain that 
should be a part of every Sinclair owner's 
library. 

The listings are presented in clear, large 
type. The numbers are larger than the 
letters, thus avoiding confusion be- 
tween zero and the letter O, as well as 
one and the letter I. Each program is 
preceeded by a description which covers 
any special techniques used. The only 
shortcoming is the lack of sample runs. It 
is always nice to see what a program does 
before going to the touble to enter the 
whole thing. Also, sample runs can help 
show where you went wrong if there is an 
error in your typing. Despite this, the 
book is highly recommended. 

You will find two programs from the 
book reprinted in this issue of SYNC. 
"Life" and "Draw a Picture" were re- 
printed courtesy of Melbourne House 
Publishers. 



Jan/Feb 1981 



39 



Lin sac s Game Programs 1 and 2 
A Review 



Jonathan A Stein 



Linsac of England is now producing 
software for the Sinclair ZX-80. In addi- 
tion to publishing the book, The ZX-80 
Companion, they are marketing a series 
of educational and game cassettes, all of 
which are reaching The United States 
through Image Computer Products, 615 
Academy Drive, Northbrook, Illinois 
60062. In the U.K. they are available di- 
rectly from Linsac, 68 Barker Road, 
Middlebrough TS5 5ES, England. 

Although there are five games cas- 
settes packages, we chose to look at the 
two for the IK computer, since this is the 
most common version of the machine. 
We will reserve reviewing the educa- 
tional cassettes and the games for the 2K 
version until a later date. Games Pack 
One includes Three Towers, Number 
Guessing, Mastermind, Sketches, 
Hurkle, Nim, and Simple Simon. 

Three Towers is a version of the game 
Tower of Hanoi, in which the object is to 
take six graduated rings and move them 
from the first of three rods to the third, 
without ever placing a larger ring on top 
of a smaller one. The game is difficult 
until one figures out the system needed to 
make it work, although it continues to be 
time consuming. If, however, you make 
an improper entry, the program is unfor- 
giving, sometimes forcing you to begin 
again. 

The second game on the cassette is 
Guess a Number, which has the player 
deduce a number between 1 and 100 
based on hints offered by the program, 
which tell the player whether his or her 
guess is above or below the value of the 
number trying to be guessed. This game 
should be particularly interesting to a 
child, but for an adult it is a bit limited. 



40 



Mastermind is a version of the popular 
board game of the same name. The ma- 
chine selects a four digit code which you 
try to solve. After you enter your guess, 
the computer responds, letting you know 
how many digits are correct and in the 
right location, and how many are correct, 
but improperly situated. The game is ex- 
tremely challenging, and made more dif- 
ficult by the way in which it treats dupli- 
cated digits. For example: if the code 
contains two zeros, and you only have 
one in your guess, the machine will tell 
you that you have one digit in the right 
place and one in the wrong place. 

In Sketcher, an introductory program 
for computer graphics. The player is 
given a 31 x 16 grid, on which he can enter 
designs. As a first encounter with compu- 
ter drawing, the program is very good, 
and can be a delight to small children and 
of interest to adults. 

Linsac's version of Hurkle is a pleasure 
to play. The player is given a 15 x 15 grid 
in which a Hurkle is hiding. To find the 
Hurkle one must pick X and Y values 
corresponding to the location of the 
beast. With only five guesses, you must 
quickly follow the hints provided by the 
computer. To keep track of your path, I 
would recommend writing down both 
your guesses and the computer hints. 

Nim is another game on this cassette, 
in which the player competes against the 
computer by taking stones away from 
several piles. The object is to be the last 
player to take a stone. The human player 
has the option to establish the number of 
piles, and the number of stones in those 
piles. The game is pleasant, and can often 
be challenging. 



Symbol Simon is the final game in this 
series. The computer establishes a pat- 
tern of letters, numbers, or graphics, 
depending upon your selection. The 
game is fairly easy, because it just entails 
repeating what the program presents. 

The second Linsac game package 
offers several more challenging games 
and exercises than does the first selection 
of games. It includes Nine Lives, The 
Maze Game, Plain Sailing, Noughts and 
Crosses, Chinese Puzzle, Tower of 
Hanoi, and Battleships, 

The first game is Nine Lives, a version 
of the children's game Hangman. Two 
people play, using the machine as both 
the paper and the scorer. The first player 
enters a word, and the computer tells the 
second person the number of letters in 
that word by displaying a dash for each 
character. With each incorrect letter 
entry, one of nine lives is lost. The game 
continues until the word is completed, or 
until all of the lives are gone. 

The Maze Game, the second game on 
the tape, is one of the better Linsac games 
I sampled. The object is for the player to 
find his way through a constantly chang- 
ing maze to a treasure. Quite often the 
maze closes in to make reaching the 
booty impossible. After the game ends, 
either by winning the treasure, or by con- 
ceding defeat (by entering 0), the compu- 
ter posts the score out of a possible 18. 

Plain Sailing is the third "game" on the 
cassette. Actually more a mathematical 
exercise than a game, it entails sailing a 
dinghy, with a top speed of six knots 
through a chanel four miles long and two 
miles wide. The sailor selects the wind 
speed and direction, as well as the tidal 
force and direction. After entering this 
information the player must determine 
the length of time and number of tacks 
needed for the journey. The computer 
then posts the actual number of minutes 
and tacks required. Although this is 
really not a game as such, it is extremely 
interesting, requiring a good deal of 
thought and attention. 

SYNC Magazine 



The fourth game, Noughts and 
Crosses, commonly known as Tick Tac 
Toe, offers the player more of a chal- 
lenge than one usually expects from this 
game. The ZX-80 version of this old fa- 
vorite requires a different kind of 
strategy than when the game is played 
against a human opponent, because the 
machine is so consistent. For instance: If 
your first move is in the center square, 
the ZX-80 will always play the lower right 
square. If however, you choose any 
square but the center, the machine takes 
the center position. The machine will 
consistently win unless you take a radical 
plan to keep you moves on the offensive. 
Once you are forced into a defensive 
position, the machine will win, or you will 
draw. 

The next game, Chinese Puzzle, is a 
challenging game requiring a great 
amount of patience. The object is to slide 
the alphabet squares around until they 
are in proper order. Considering there is 
just one vacant place on the board, this 
becomes a major task. The game easily 
becomes frustrating, because it seems 
that you can never really gain ground, 
you just switch around the squares which 
are in the proper positions. The game is 
fairly good if you are long on patience 
and endurance. 

Tower of Hanoi is virtually identical to 
the Three Towers game already re- 
viewed in this article. The primary differ- 
ences are the way in which the entries are 
made, and that in this game the game is 
won by setting up all of the rings on 
either the second or third rod, rather 
than just on the third column as in the 
Three Towers game. The game is 
moderately challenging, but one version 
is enough. 

The final game on the cassette is 
Battleships, which is basically a compu- 
terized version of the old board game 
Battleship, in which the object is to sink 
the enemy ships on a grid marked with X 
and Y coordinates. The main difference 
between the ZX-80 version and the board 
version is that the player does not have a 
fleet of his own. This game is based 
totally on trial and error, as one ran- 
domly picks X and Y coordinates to fire 
torpedoes into the enemy waters. The 
game easily becomes tiresome, because it 
requires no skill or cunning, just the 
methodical entering of coordinates. 

Both of the Linsac tape packages offer 
some intersting games and exercises, of 
which my favorites are: Hurkle, The 
Maze Game, Plain Sailing, and one of the 
Tower games. Most of the games are 
made a little eaiser if you use pencil and 
paper to record your moves. The games 
packages are definately worth having al- 
though several of the games are not 
terribly challenging. 

Jan/Feb 1981 



' Sourcebook 
off Ideas 

Many mathematics ideas can be better illustrated 
with a computer than with a text book. 



Computers 




Creative Computing Press 



Consider Baseball cards. If there are 50 
cards in a set, how many packs of bubble 
gum must be purchased to obtain a complete 
set of players? Many students will guess 
over 1 million packs yet on average it's only 
329. 

The formula to solve this problem is not 
easy, The computer simulation is. Yet you 
as a teacher probably don't have time to 
devise programs to illustrate concepts like 
this. 

Between grades 1 and 12 there are 142 
mathematical concepts in which the com- 
puter can play an important role. Things 
like arithmetic practice, X-Y coordinates, 
proving geometic theorems, probability, 
compounding and computation of pi by 
inscribed polygons. 

Endorsed by NCTM 

The National Council of Teachers of 
Mathematics has strongly endorsed the use 
of computers in the classroom. Unfortunately 
most textbooks have not yet responded to 
this endorsement and do not include pro- 
grams or computer teaching techniques. 
You probably don't have the time to develop 
all these ideas either. What to do? 

For the past six years, Creative Computing 
magazine has been running two or three 
articles per issue written by math teachers. 
These are classroom proven, tested ideas 
complete with flowcharts, programs and 
sample runs. 

Teachers have been ordering back issues 
with those applications for years. However, 



many of these issues are now sold out or in 
very short supply. 

So we took the most popular 1 34 articles 
and applications and reprinted them in a 
giant 224-page book called Computers in 
Mathematics: A Sourcebook of Ideas. 

Ready-to-use-material 

This book contains pragmatic, ready to 
use, classroom tested ideas on everything 
from simply binary counting to advanced 
techniques like multiple regression analysis 
and differential equations. 

The book includes many activities that 
don't require a computer. And if you re 
considering expanding your computer 
facilities, you'll find a section on how to 
select a computer complete with an invalu- 
able microcomputer comparison chart. 

Another section presents over 250 
problems, puzzles, and programming ideas, 
more than are found in most "problem collec- 
tion' books. 

Computers in Mathematics: A Sourcebook 
of Ideas is edited by David Ahl, one of the 
pioneers in computer education and the 
founder of Creative Computing. 

The book is not cheap. It costs $15.95. 
However if you were to order just half of the 
back issues from which articles were drawn, 
they would cost you over $30. 

Satisfaction Guaranteed 

If you are teaching mathematics in any 
grade between 1 and 12, were convinced 
you'll find this book of tremendous value. If, 
after receiving it and using it for 30 days 
you do not agree, you may return it for a full 
refund plus your return postage. 

To order, send your check for $15,95 
plus $1 .00 postage and handling to Creative 
Computing Press, Morris Plains, NJ 07950 
Visa, MasterCard, and American Express 
orders may be called in toll-free to 800- 
631-8112 {in NJ 201-540-0445). School 
purchase orders should add an additional 
$1 .00 billing fee for a total of $1 7.95. 

Don t put it off. Order this valuable source- 
book today. 

creative 
computing 

Morris Plains, NJ 07950 
Toll-free 800-631-8112 

(InNJ 201-540-0445) 



41 



Resources for the ZX-80 
and MicroAce 



Presented below is a list of currently available 
products related to the Sinclair ZX-80. Such a list 
can never be complete, of course. We intend to 
run this as an ongoing column and in addition, 
we intend to expand the entries to include a 
description of each product. In this and other 
issues you will find in-depth evaluations and reviews 
of many of these products. 

We welcome entries from manufacturers and 
readers for the resources column. Please include 
the name of the item, a brief description, price, 
and complete data on how to obtain it. Send 
contributions to SYNC Resources, 39 East Hanover 
Avenue, Morris Plains, New Jersey 07950. 



Computers 

Sinclair ZX-80 (Great Britain): 
IK assembled - £ 100.00 
IK kit without power source — £ 80.00 

Science of Cambridge 
6 Kings Parade 
Cambridge, Cambs CB2 1SN 
England 

Sinclair ZX-80 (United States): 
IK assembled - $200.00 

Sinclair Research Limited 
50 Stamford Street 
Boston, MA 021 14 

MicroAce Computer: 
IK kit - $149.00 
2Kkit -$169.00 

MicroAce 

1348 East Edinger 

Santa Ana, CA 92075 



Hardware 

Plug in RAM chips for the ZX-80. 
IK - £ 20, 2K - £ 30, 3K - £ 40 

Quicksilva 

56 Bedford Place 

South Hampton, Hants 

England 



Software and Books 

Games and technical information for the Sinclair 
ZX-80. 

Bobker 

29 Chedderton Drive 

Unsworth, Bury, Lanes 

England 

Four cassette tapes — £ 3 each: 

1. Moon-landing, Hangman, Code breaker, Inter- 
cept 

2. Bio-rhythm, Solitaire, Battleship, Dice 

3. Bingo, Minefield, Remcard, Sequences 

4. Five Mathematics Programs 

Bug-Byte 

251 Henley Road 

Coventry CV2 1BX 

England 

IK Games for the ZX-80: 

Mastermind, Hangman, Simon, Computamath — 

£ 2 each, four for £ 5.50 incl. 

4K Element Math Package - £ 7.50 incl. 

Bush Green Enterprises Limited 

80 Dumont Avenue 

Point Clear, Essex CO 16 8JR 

England 

ZX-80 Software (games and educational): 
Dicethrow, Mastermind, DIV Package, Electro 
Bandit, Math Programs, and Word Puzzles — 
£ 5.00 each, three for £ 12.00 

CDS Micro Systems 

10 Westfield Close, Tickhill 

DoncasterDN 119LA 

England 

Software on cassette for IK ZX-80: 
Simon, Mind Bender, Destroyer, Fruit Machine 
— £ 5.00, and a general mathematics program 
for £ 5.00 

Econo Soft 

4 The Loont 

Winsford Cheshire CW 7 1EU 

England 

Software for the ZX-80 

Tim Hartnell 

44-46 Earls Court Road 

London W8 

England 



42 



SYNC Magazine 



Software Cont. 



ZX-80 game for 1 or 2 players - £ 1.50 in UK 

R. Hindle 

139 Penrhyn Road 

Sheffield, SI 18UP 

England 

Offers an extensive line of ZX-80 Software. 
Includes Computer Learning Lab book and tape 
package — $49.95, a wide selection of game 
programs, as well as Software produced by Linsac, 
Melbourne House, and Creative Computing. 

Image Computer Products 
615 Academy Drive 
Northbrook, IL 60062 

Games package for IK ZX-80: 

K Treck, Life, Mind Master, Lunar Lander, four 

for $9.95, and an Introductory tape for $2.99 

Lamo-Lem 

712 Pidgeon Street 

San Diego, CA 921 14 

The ZX-80 Companion — $19.95, and nine 
programmed cassettes, of both educational material 
and games — $6.95 each. 

Linsac 

68 Barker Road 

Middlebrough TS5 5ES 

England 

ZX-80 Active Display - £ 5.00, and software. 

K. Macdonald 
26 Spiers Close 
Knowle, Solihull B93 9ES 
England 



ZX-80 Magic Book 
and I/O boards 



£ 4.75, and ZX-80 memory 



£ 7.45 in the UK, 



30 Programs for the ZX-80 
£ 7.95 outside the UK 

Melbourne House Publishers 
Glebe Cottage, Glebe House 
Station Road, Cheddington 
Leigh ton Buzzard, Bedfordshire 
England 

Software Packages for the ZX-80 

The Software House 
146 Oxford Street 
London Wl 
England 

Games for the ZX-80, three cassette packages 
£ 4.95 each 

Syntax Software 

96 Collingwood Gardens 

Giants Hill 

Ilford, Essex 

England 



Timedata Limited 
57 Swallowdale 
Basildon, Essex 
England 

ZX-80 Teaching Aids: 

2X to 10X times tables on cassette - £ 5.00 

Higher level teaching programs - £ 5.00 

Turner Consultants 

Falconsbeck 

Holbeck Lane, Windmere, Cumbria 

England 

20 ZX-80 Programs, a book for £ 5.25 
cassette and book for £ 1 1.00 

Zipprint 

1 1 Romsey Road 

Winchester, Hants 

England 



Users Groups and Newsletters 

Publishes Syntax ZX-80 

12 month subscription — $25.00 in The United 

States, $39.00 in Western Europe, and $30.00 in 

Canada. 

The Harvard Group 

RD 2 Box 457 
Bolton Road 
Harvard, MA 01451 

Bi-monthly newsletter, low cost software, sub- 
scription - £ 6.00 in UK, £ 10.00 overseas 

ZX-80 User's Club 

c/o D. Blagden 

P.O. Box 159 

Kingston Upon Thames, Surrey 

KT2 5UQ 

England 

Seeks to create and share software for the IK 
ZX-80. Membership is free (enclose postage). 
Publishes the newsletter, Interface. 

ZX-80 User's Club 
c/0 Tim Hartnell 
93 Coningham Road 
London W12 
England 



SYNC cannot vouch for any of the 
sources listed above. We welcome objec- 
tive, in-depth reviews of any of these 
items and others related to the ZX80. 



Jan/Feb 1981 



43 



The Sinclair ZX80 is innovative and powerful. 
Now there's a magazine to help you get 
the most out of it. 



Get in 
sync 



SYNC magazine is different from other 
personal computing magazines. Not just 
different because it is about a unique 
computer, the Sinclair ZX80 (and kit ver- 
sion, the MicroAce). But different be- 
cause of the creative and innovative phi- 
losophy of the editors. 

A Fascinating Computer 

The ZX80 doesn t have memory map- 
ped video. Thus the screen goes blank 
when a key is pressed To some review- 
ers this is a disadvantage. To our editors 
this is a challenge. One suggested that 
games could be written to take advan- 
tage of the screen blanking. For exam- 
ple, how about a game where characters 
and graphic symbols move around the 
screen while it is blanked? The object 
would be to crack the secret code gov- 
erning the movements. Voila! A new 
game like Mastermind or Black Box 
uniquely for the ZX80. 

We made some interesting discoveries 
soon after setting up the machine. For 
instance, the CHR$ function is not limit- 
ed to a value between and 255, but 
cycles repeatedly through the code 
CHR$ (9) and CHR$(265) will produce 
identical values. In other words, CHR$ 
operates in a MOD 256 fashion. We 
found that the "- " sign can be used se- 
veral times on a single line, allowing the 
logical evaluation of variables. In the 
Sinclair, LET X=Y=Z=W is a valid ex- 
pression. 

Or consider the TL$ function which 
strips a string of its initial character. At 
first, we wondered what practical value it 
had. Then someone suggested it would 
be perfect for removing the dollar sign 
from numerical inputs. 

Breakthroughs? Hardly But indicative 
of the hints and kinds you'll find in every 
issue of SYNC. We intend to take the 
Sinclair to its limits and then push be- 
yond, finding new tricks and tips, new 
applications, new ways to do what 
couldn t be done before. SYNC functions 
on many levels, with tutorials for the be- 
ginner and concepts that will keep the 
pros coming back for more. We II show 
you how to duplicate commands avail- 
able in other Basics. And, perhaps, how 




to do things that can't be done on other 
machines. 

Many computer applications require 
that data be sorted But did you realize 
there are over ten fundamentally differ- 
ent sorting algorithms? Many people 
settle for a simple bubble sort perhaps 
because it s described in so many pro- 
gramming manuals or because they've 
seen it in another program. However, 
sort routines such as heapsort or Shelt- 
Metzner are over 100 times as fast as a 
bubble sort and may actually use less 
memory. Sure, 1 K of memory isn't a lot 
to work with, but it can be stretched 
much further by using innovative, clever 
coding. You'll find this type of help in 
SYNC 

Lots of Games and Applications 

Applications and software are the meat 
of SYNC. We recognize that along with 
useful, pragmatic applications, like finan- 
cial analysis and graphing, you'll want 
games that are fun and challenging. In 
the charter issue of SYNC you'll find se- 
veral games. Acey Ducey is a card game 
in which the dealer (the computer) deals 
two cards face up. You then have an op- 
tion to bet depending upon whether you 
feel the next card dealt will have a value 
between the first two. 

In Hurkle, another game in the charter 
issue, you have to find a happy little 
Hurkle who is hiding on a 10 X 10 grid. In 
response to your guesses, the Hurkle 
sends our a clue telling you in which 
direction to look next. 

One of the most ancient forms of arith- 
metical puzzle is called a "boomerang. ' 
The oldest recorded example is that set 
down by Nicomachus in his Arithmetica 
around 100 AD. You'll find a computer 
version of this puzzle in SYNC. 

Hard-Hitting. Objective Evaluations 

By selecting the ZX80 or MicroAce as 
your personal computer you've shown 
that you are an astute buyer looking for 
good performance, an innovative design 
and economical price However, select- 
ing software will not be easy That's 
where SYNC comes in SYNC evaluates 
software packages and other peripherals 



and doesn't just publish manufacturer 
descriptions. We put each package 
through its paces and give you an in- 
depth, objective report of its strengths 
and weaknesses 

SYNC is a Creative Computing pub- 
lication. Creative Computing is the num- 
ber 1 magazine of software and applica- 
tions with nearly 100,000 circulation. 
The two most popular computer games 
books in the world, Basic Computer 
Games and More Basic Computer 
Games (combined sales over 500,000) 
are published by Creative Computing. 
Creative Computing Software manufac- 
tures over 1 50 software packages for six 
different personal computers 

Creative Computing, founded in 1974 
by David Ahl, is a well-established firm 
committed to the future of personal com- 
puting. We expect the Sinclair ZX80 to 
be a highly successful computer and 
correspondingly, SYNC to be a respect- 
ed and successful magazine. 

Order SYNC Today 

To order your subscription to SYNC, in 
the USA send $10 for one year (6 
issues), $18 for two years (12 issues) or 
$24 for three years (18 issues). Send 
order and payment to the address below 
or call MasterCard, Visa or American Ex- 
press orders to our toll-free number. 

Subscriptions in the UK are mailed by 
air and cost £ 10 for one year, £ 18 for 
two years or £ 25 for three years. Send 
order and payment to the UK address 
below. 

Canadian and other foreign surface 
subscriptions cost $15 per year or $27 
for two years and should be sent to the 
USA address. 

We guarantee your satisfaction or we 
will refund your entire subscription price. 

Needless to say, we can't fill up all the 
pages without your help. So send in your 
programs, articles, hints and tips. 
Remember, illustrations and screen 
photos make a piece much more inter- 
esting. Send in your reviews of peripher- 
als and software too— but be warned: re- 
views must be in-depth and objective. 
We want you to respect what you read on 
the pages of SYNC so be honest and 
forthright in the material you send us. Of 
course we pay for contributions— just 
don't expect to retire on it. 

The exploration has begun. Join us 

The magazine for Sinclair ZX80 users 

39 East Hanover Avenue 

Morris Plains, NJ 07950, USA 

Toll free 800-631-8112 

(InNJ 201-540-0445) 

27 Andrew Close, Stoke Golding 
Nuneaton CV13 6EL, England 



SYNC Reader Survey 



We at SYNC would like to know more about you. That way, we can determine what kinds of material to run in the 
magazine that will best meet your needs. 



In Sync, I would like to see: 



very much 


okay 


forget it 


Hardware Tutorials 


□ 


m 


D 


Software Tutorials 


■ 


D 


D 


Games 


■ 


□ 


D 


Simulations 


■ 


□ 


□ 


Educational Software 


a 


■ 


□ 


Mathematics Software 


a 


a 


D 


Graphics Software 


m 


□ 


□ 


Business Software 


D 


□ 


41 


Device Control Software 


m 


□ 


a 


Programming Tips 


m 


a 


□ 


Interfacing Techniques 


m 


a 


□ 


New Products Information 


m 


□ 


a 


Hardware Evaluations 


■ 


a 


a 


Software Evaluations 


m 


□ 


□ 


Fiction 


D 


□ 


m 


Puzzles and Problems 


□ 


a 


m 


Advertising 


■ 


□ 


D 



About Software: 

■ I like to mainly write my own 

□ I mainly use software from other sources 

□ A bit of both 



Is the ZX 80 or MicroAce your only computer? 

• Yes 

□ No, I also have a 



I utilize a computer at (check all that apply) 

□ Work ■ Home 

□ School □ Other 



Which of the following peripherals do you intend to purchase for 
your ZX80 (assuming they become available)? 



V Additional memory 

jB Floppy Disk 

Small Printer 

□ Letter Quality Printer 



□ Graphics Tablet 

□ Modem 

□ Music Synthesizer 

□ Other 



What other computer magazines do you regularly read? 



Age: 



M Under 20 

□ 21-30 

□ 31-40 



Sex: Male 



□ 41-50 

□ 51-60 

□ Over 60 

□ Female 



What was the main reason you bought a ZX 80 or MicroAce? 



-^7 



Comments: &-ij* And circuit, ^^ ^v^v-y - 



jrh^j^Ki^r^ JCa. 



^•g-^^evc^g- 



t^V yyr^cir^C^ 



;^7 ftX ^ 



Name /j n ^ € ^ /f^ „ ^^y 

Address 



g CclUmT Ave. 



TKcf^s '?p^. 0/&.06 



Return to SYNC, 39 East Hanover Avenue, Morris Plains, N.J. 07950 



Are you in SYNC? 

If not, you should be. We would like any 
programs, translations of existing pro- 
grams, games or tips which you have to 
pass on to fellow Sinclair ZX-80 or Micro- 
Ace owners. Articles are much more 
lively if accompained by photos (black 
and white), diagrams, and illustrations. If 
you do not have an output printer, please 
type program listings and carefully check 
them against the listing on the screen. 

Jan/Feb 1981 



Sample runs should be included with pro- 
grams rather than just a description of 
what the program does. Articles should be 
typed, double space. Your name and 
address, with phone number should be on 
first page; all other pages should be num- 
bered. All submissions should include re- 
turn postage. Payment ranges from $15 to 
$40 per printed page. 

Please send all submissions to: 
SYNC 

39 E. Hanover Avenue 
Morris Plains, New Jersey 07950 



Find ZX-80 
Owners 

Advertise in SYNC, the magazine ex- 
clusively dedicated to the Sinclair ZX-80 
and The MicroAce. Call or write for de- 
tails and a rate card. Let SYNC readers 
know who you are. 

SYNC 

39 E. Hanover Ave. 

Morris Plains, New Jersey 07950 

45 



Glossary of Computer Terms 



Access Time 

The interval of time between the calling 
for information from a storage address 
and the delivery of that information. In 
general, tape has a longer access time 
than disk. 

Address 

A label (name or number) that desig- 
nates a location where information is 
stored in memory device. 

Alphanumeric 

A set of symbols. Can be letters (A-Z), 
and/or special punctuation, mathmatical, 
or graphic symbols. 

Architecture 

The internal, preset arrangement or 
organization of a computer which deter- 
mines how the computer operates. The 
interconnections of registers, logic units, 
control logic, etc. that which makes one 
microprocessor different from another. 

Basic 

An acronym for Beginners All Purpose 
Symbolic Instruction Code. A high-level 
conversational, interpretive, program- 
ming language in wide use. Basic was in- 
vented by Kerne ny and Kurtz at 
Dartmouth college in 1963. It permits the 
use of simple English words and common 
mathmatical symbols to perform the nec- 
essary arithmetic and logical operations 
to solve problems. 

Bit 

The smallest amount of information 
that can exist: equivalent to yes/no, 
on/off, +/-, or 0/1. 

Byte 

A collection of bits, usually eight of 
them. 



Code 

The relationship between bits and a set 
of characters. Microcomputers deal only 
with bits when executing a program. 
Therefore, letters, numbers, and other 
human understandable characters must 
be translated into bits. Each character has 
a bit code representation. 

Coding 

Preparing a set of computer instruc- 
tions. 

Command 

An instruction given to the system 
through an input device or peripheral. It is 
executed as soon as it has been received. 

Compatibility 

There are two types of compatibility: 
Program and hardware. Program compat- 
ibility refers to the ability to run programs 
on a variety of computers without change 
the program language. Hardware compat- 
ibility means that various components 
(printers, disks, keyboards, etc.) may be 
connected directly without intervening 
electronic devices. 

Console 

The operating portion of a unit. 

Courseware 

A combination of content, instructional 
design, and the software which causes a 
computer to implement instructions. 

CPS 

Cycles Per Second 

CPU 

Central processing unit. The heart of 
the computer, controlling what the com- 
puter does. It includes three main sec- 
tions: arithmetic, control, and logic ele- 
ments. It performs computations and di- 
rects functions of the system. 



Creative Computing 

The second best source of Sinclair ZX- 
80 information. 

Crunch 

To make information fit into a smaller 
place. 

CRT 

Acronym for Cathode Ray Tube. Simi- 
lar in appearance to a television screen. 
Information in the form of characters and 
graphic designs may be displayed on 
CRTs at a rapid rate. A CRT terminal 
usually comes with a keyboard for enter- 
ing information into the computer. 

Cursor 

Movable indicator on CRT to indicate 
a specific character or space that is being 
displayed. The cursor generally lets the 
user know where the next character to be 
typed will appear. 

Data 

The information given to or received 
from a computer. 

Debug 

Process of finding, locating, and cor- 
recting mistakes or errors in a program 
that might create problems or provide in- 
accurate information. 

Digit 

Either a zero or a one in the binary 
number system. 

Direct Memory Access (DMA) 

A technique for rapidly moving data 
from the microprocessor to a storage de- 
vice such as a disk. DMA is a accom- 
plished at the direction of a program. Not 
all microcomputers permit DMA. 



46 



SYNC Magazine 



Document 

A written description of a piece of soft- 
ware or hardware. It can also be used as a 
verb which is the process of producing 
such a description. 

Driver 

Small program which controls periph- 
eral devices and their interface with the 
CPU. 

Editor 

A program which allows changing, 
modification, or movement of program- 
ming statements. It allows the pro- 
grammer to write and modify instructions 
using the microprocessor and a terminal 
as a very sophisticated typewriter. 

Error 

Difference in value between actual re- 
sponse and desired response in the per- 
formance of a controlled machine, 
system, or process. 

Execute 

The running of a computer program. 

External Storage 

Auxiliary storage such as tape or disk. 

File 

Collection of related data. 
File Name 

Number/letter of characters that iden- 
tify a file. 

Flow Charting 

A programming technique of using 
shaped blocks to indicate the sequence of 
operations in a program. 

Frequency 

Rate at which anything recurs. 

GIGO 

Garbage in Garbage Out. Implies that 
misinformation applied to the CPU will 
result in misinformation output. 

Glitch 

An intermittent bug 



Graphics 

Characters that can be used to form 
figures, shapes, and forms on the CRT or 
printer. In addition to letters and num- 
bers, a computer may have a graphic set, 
so arrange that they can be combined to 
form almost any desired figure. 

Hard Copy 

Data or information printed on paper. 
Used to distinguish between printed infor- 
mation and the temporary image found on 
the CRT. 

Hardware 

Mechanical, magnetic, electrical, and 
electronic devices which make up a com- 
puter. The physical equipment that goes 
into a computer system, consisting of the 
central processing unit plus all periph- 
erals. 

IC 

Integrated Circuit. A plastic or ceramic 
body five cm long, two cm wide, and three 
mm thick, with up to 40 leads extending 
from it. Inside the body is a chip. The 
body protects the chip, and the leads 
allow electrical connection of the chip to 
other components. The word "chip" is not 
used to refer to the entire IC. 

Input 

Information going into the computer or 
into a peripheral. The same data may be 
output from one part of the computer and 
input to some other part of the computer. 
When using this word, specify what the 
data are input to or output from. 

Instruction 

A set of bits, or a command, which will 
cause a computer to perform certain pre- 
scribed operations. 

Interactive 

System capable of two-way communi- 
cations with a user during operation. A 
system is interactive if it responds to the 
user quickly — usually less than a second. 
All personal computer systems are inter- 
active. 

Interface 

An electronic circuit used to connect 
one electrical device to another electrical 
or mechanical device to allow the flow of 
data between units. It refers to the match- 
ing or interconnecting of systems or de- 
vices having different functions. 



Internal Storage 

Memory system which is part of the 
computer, as opposed to external tape or 
disk storage. 

Interpreter 

A program used to translate languages 
at the time of processing. 

I/O 

Input/output of information in a com- 
puter system. Examples of I/O devices are 
a keyboard, a floppy disk drive, and a 
printer. 

Language 

A format by which a programmer can 
communicate more efficiently with a 
computer where predetermined com- 
mands will yield requested actions. Basic 
is one of the most popular languages. 

Low Resolution 

Graphics composed of coarse blocks. 

Macro-instruction 

An instruction which causes the com- 
puter to execute one or more other in- 
structions. These "other instructions" are 
called micro-instructions. 

Main Memory 

That memory which is directly accessi- 
ble to the computer. It contains the oper- 
ating system, programs, and data being 
processed. In a microcomputer, main 
memory is referred to as RAM or ROM. 

Memory 

The integrated circuits of a computer 
which store information in a micro- 
computer, these are referred to as RAM 
and ROM. 

Memory Chip 

A chip which stores data in the form of 
electrical charges. 

Microprocessor 

An integrated circuit that can execute 
instructions. It is one component of a 
microcomputer. It is the brains of the cen- 
tral processing unit (CPU). 



Jan/Feb 1981 



47 



Microcomputer 



Printer 



Run 



A hardware configuration usually ac- 
quired in one of three ways: 1) by con- 
structing several components from indi- 
vidual electronic parts (as in building a 
stereo system from a kit); 2) by connect- 
ing several already constructed compo- 
nents (as in purchasing a separate 
amplifier, speaker and turntable); or 3) by 
purchasing a unit with built in compo- 
nents (as in buying a complete stereo 
system in one package, plugging it in, and 
using it immediately). The end-product of 
the microcomputer is information. It re- 
cords this information, puts it into mean- 
ingful terms, communicates it, stores it, 
and retrieves it when needed. It usually 
includes the microprocessing unit, a key- 
board for entering data, and a cassette 
tape recorder or a disk for storing pro- 
grams, and a T.V.-like screen for display- 
ing results. 

Modulator 

An electronic device that allows a nor- 
mal television set to be used as the video 
display unit (CPU). 

Monitor 

1) A video display unit which uses a 
cathode ray tube to generate characters. 
It looks much like a normal TV set; how- 
ever, the monitor has a much higher de- 
gree of resolution, which permits a clear 
formation of very small characters on the 
screen. 

2) A program which oversees the opera- 
tion of other programs. 

Noise 

Refers to inaccurate data transmission. 
This causes typographical errors in out- 
put. 

Output 

Information emanating from a display 
unit such as a CRT or printer. 

Peripheral Device 

A device, such as a printer, mass stor- 
age unit, or keyboard, which is an acces- 
sory to a microprocessor and which trans- 
fers information to and from the micro- 
processor. 

Personal Computer 

A microcomputer designed for use by 
an individual for entertainment, instruc- 
tion, and book keeping chores. 



A peripheral device which accepts out- 
put data from the microprocessor and 
prints characters on paper. Printers are 
defined as impact or non-impact depend- 
ing on the means by which a character is 
formed on the paper. Impact printers 
strike the paper through a ribbon in a 
manner similar to a typewriter. Non- 
impact printers form characters by vari- 
ous means such as heat, electrical 
charges, or spraying ink. 

Program 

A series of instructions to a computer 
which cause the computer to solve a prob- 
lem or perform a task. 

RAM 

An acronym for Random Access Mem- 
ory. Any memory which can be written on 
or read from by a program in which the 
memory locations can be accessed in ran- 
dom sequence. RAM can be erased and 
reprogrammed by the programmer as fre- 
quently as necessary. RAM size is ex- 
pressed as a quantity of bytes, such as 4K 
(4,000 bytes). RAM may be expaned by 
adding memory chips or memory boards. 

Register 

A temporary storage device located in 
the microprocessor which can hold com- 
puter bits or words. 

Response Time 

The interval of time required for the 
microprocessor to respond to an instruc- 
tion or an input from a peripheral such as 
the keyboard. In an educational environ- 
ment, the time interval from the activa- 
tion of the keyboard to a display on the 
CRT should be less than three seconds. 

RF Modulator 

See Modulator 



<S^? 




Jargon for execute, (There is a run key 
on the ZX-80). 

Software 

Refers to programs and accompanying 
documentation. Software is stored on 
tape cassettes or disks when not being 
used by the computer. The computer 
reads the software into its memory in 
order to use the programs. 

Storage Capacity 

The quantity of bytes a storage device 
can hold. It is usually expressed in kilo- 
bytes (1024 bytes), which is abbreviated 
K. Thus, a disk is said to have a storage 
capacity of 400K (400,000 bytes). This can 
be understood as 400,000 characters or 
letters, numbers, spaces, etc. 

Storage device 

A peripheral device which holds infor- 
mation. This includes tapes and disks. 

Store 

This term refers to the process of plac- 
ing data onto some type of storage device. 
Usually the data are to be kept perma- 
nently; therefore, they are placed in a 
non-volatile memory such as a tape, disk, 
or static memory. 

SYNC 

To Sinclair ZX-80 owners as the Koran 
is to Moslems. 

Terminal 

A peripheral device which facilitates 
human communications with a computer. 
Usually it consist of a keyboard with 
alphabetic and numeric characters cou- 
pled with a printing mechanism or a CRT. 
One enters information via the keyboard: 
the computer responds via the printer or 
CRT. 

Video Display Unit 

A component of a microcomputer 
system which displays the output on a 
screen similar to a TV screen. A television 
monitor is a type of video display unit. 



Many of the definitions are courtesy of 
Shirley Douglas and Gary Neigh ts, The 
Pennsylvania Department of Education 
33 Market Street, Harrisburg, PA 17126. 



'Back up. what back up?* 



48 



SYNC Magazine 



A REMARKABLE MAGAZINE 




creative 
GompatiRg 

"The beat covered by Creative Computing 
is one of the most important, explosive and 
fast-changing. "—Alvin Toffler 



David Ahf, Founder and 
Publisher of Creative Computing 



You might think the term "creative com- 
puting' is a contradiction. How can some- 
thing as precise and logical as electronic 
computing possibly be creative? We think 
it can be. Consider the way computers are 
being used to create special effects in 
movies— image generation, coloring and 
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computer that adds animation, coloring 
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Beyond Our Dreams 

Computers are not creative per se. But 
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ware," we had no idea how far that idea 
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is the meat of Creative Computing. 

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well as the magazine, is uniquely light- 
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zine of software, graphics, games and sim- 
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simulations, control of household devices, 
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As the premier magazine for beginners, it 
is our solemn responsibility to make what 
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learn basic programming skills and use the 
computer better than any other source. 

Hard-hitting Evaluations 

At Creative Computing we obtain new 
computer systems, peripherals, and soft- 
ware as soon as they are announced. We 
put them through their paces in our Soft- 
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environment for which they are intended- 
home, business, laboratory, or school 

Our evaluations are unbiased and accur- 
ate We compared word processing printers 
and found two losers among highly pro- 
moted makes. Conversely, we found one 
computer had far more than its advertised 
capability. Of 16 educational packages, 
only seven offered solid learning value. 

When we say unbiased reviews we mean 



it. More than once, our honesty has cost us 
an advertiser— temporarily. But we feel 
that our first obligation is to our readers and 
that editorial excellence and integrity are 
our highest goals. 

Karl Zinn at the University of Michigan 
feels we are meeting these goals when he 
writes. "Creative Computing consistently 
provides value in articles, product reviews 
and systems comparisons ... in a magazine 
that is fun to read " 

Order Today 

To order your subscription to Creative 
Computing send payment to the appropri- 
ate address below. Customers in the 
continental U.S. may call toll-free to 
charge a subscription to Visa, MasterCard 
or American Express 

Canada and 
Term USA Foreign Surface Foreign Air 

1 year $20 $29or £12.50 $50or£21 

2 years $37 $55 or £24.00 $97 or £ 41 

3 years $53 $80 or £34.50 $143 or £61 

We guarantee your satisfaction or we 
will refund your entire subscription price. 

Join over 80,000 subscribers like Ann 
Lewin, Director of the Capital Children's 
Museum who says, "I am very much im- 
pressed with Creative Computing. It is 
helping to demystify the computer. Its arti- 
cles are helpful, humorous and humane. 
The world needs Creative Computng ." 

creative 

Attn: Cindy 

P O Box 789-M 

Momstown, NJ 07960 

Toll-free 800-631 -81 12 

(In NJ 201-540-0445) 

27 Andrew Close, Stoke Golding 
Nuneaton CV13 6EL, England 




Abb M ^| Licenced by Sinclair Research Ltd. 

Microcomputer 

for everyone at 
a Micro Price 



The LMkrofkeJ 
I 



The unique 

and valuable 

components of the Micro Ace 

The MicroAce is not just another personal 
computer. Quite apart from its exceptionally low 
price, the MicroAce has two uniquely advanced 
components: the powerful BASIC interpreter, and 
the simple teach yourself BASIC manual. 

The unique versatile BASIC interpreter offers 
remarkable programming advantages: 

• ^ Unique 'one-touch' key word entry: the 

.MicroAce eliminates a great deal of 
tiresome typing. Key words (RUN, PRINT, 
LIST, etc J have their own single-key entry. 

• Unique syntax check. Only lines with correct 
syntax are accepted into programs. A cursor 
identifies errors immediately. This prevents 
entry of long and complicated programs with 
faults only discovered when you try to run 
them. 

• Excellent string-handling capability — takes up 
to 26 string variables of any length. All strings 
can undergo all relational tests (e.g. 
comparison). The MicroAce also has string 
input — to request a line of text when 
necessary. Strings do not need to be 
dimensioned. 

• Up to 26 single dimension arrays. 

• FOR /NEXT loops nested up 26. 

• Variable names of any length. 

• BASIC language also handles full Boolean 
arithmetic, conditional expressions, etc. 

• Exceptionally powerful edit facilities, allows 
modification of existing program lines. 

• Randomise function, useful for games and 
secret codes, as well as more serious 
applications 

• Timer under program control. 




PEEK and POKE enable entry of machine code 
instructions, USR causes jump to a user's 
machine language sub-routine. 

• High-resolution graphics with 22 standard 
graphic symbols. 

• All characters printable in reverse under 
program control. 

• Lines of unlimited length. 

'Excellent value' indeed! 

For just $149. OX) (excluding handling charge) you 
get everything you need to build a personal 
computer at home... PCB, with IC sockets for all 
ICs; case; leads for direct connection to a cassette 
recorder and television (black and white or color); 
everything! 

Yet the MicroAce really is a complete, powerful, 
full-facility computer, matching or surpassing other 
personal computers at several times the price. 

The MicroAce is programmed in BASIC, and you 
can use it to do quite literally anything, from playing 
chess to managing a business. 

The MicroAce is pleasantly straightforward to 
assemble, using a fine-tipped soldering iron, it 
immediately proves what a good job you've done: 
connect it to your TV ... link it to the mains adaptor 
... and you're ready to go. 

Fewer chips, compact design, 
volume production-more power 
per Dollar! 

The MicroAce owes its remarkable low price to its 
remarkable desigh: the whole system is packed on 
to fewer, newer, more powerful and advanced LSI 
chips. A single SUPER ROM, for instance, contains 
the BASiC interpreter, the character set, operating 
system, and monitor. And the MicroAce IK byte 



- a new generation of 
miniature computers 

A COMPLETE COMPUTER 
for $149.00 for 1K Kit 

Post and Packing FREE 

(Add 6% Tax for Shipments inside California) 

RAM (expandable to 2K on board) is roughly 
equivalent to 4K bytes in a conventional computer 
— typically storing 100 lines of BASIC. (Key words 
occupy only a single byte.) 

The display shows 32 character? by 24 lines. 

And Benchmark tests show that the MicroAce is 
faster than all other personal computers. 

No other personal computer offers this unique 
combination of high capability and low price. 

The MicroAce teach-yourself 
BASIC manual. 

If the features of the BASIC interpreter mean 
little to you-don't worry. They're all explained in the 
specially-written book free with every kit! The book 
makes learning easy, exciting and enjoyable, and 
represents a complete course in BASIC 
programming-from first principles to complex 
programs. (Available separately-purchase price 
refunded if you buy a MicroAce later.) 
A hardware manual is also included with every kit. 

The MicroAce Kit: 

$149.00 with IK COMPLETE 

$169.00 with 2K 

Demand for the MicroAce is very high: use the 
coupon to order today for the earliest possible 
delivery. All orders will be despatched in strict 
rotation. If you are unsuccessful in constructing 
your kit, we will repair it for a fee of $20.00, post and 
packing FREE. Of course, you may return your 
MicroAce as received within 14 days for a full 
refund. We want you to be satisfied beyond all 
doubt - and we have no doubt that you will be. 



Z80 A microprocessor 
chip, widely recognised 
as the best ever made. 




Your MicroAce kit 
contains... 

• Printed circuit board, with 
IC sockets for all ICs. 

• Complete components set, 
including all ICs all 
manufactured by selected 
world-leading suppliers. 

• New rugged keyboard, 
touch-sensitive, wipe-clean. 

• Ready-moulded case. 

• Leads and plugs for 
connection to domestic TV 
and cassette recorder. 
(Programs can be SAVEd 
and LOADed on to a 
portable cassette recorder.) 

• Mains adaptor of 600 mA 
at 9VDC nominal 
unregulated. 

• FREE course in BASIC 
programming and user 
manual. 



JOIN THE REVOLUTION - DON T GET LEFT 
BEHIND - ORDER YOUR MICROACE NOW!! 



I Send Check, Money Order or quote your Credit Card No. to: 

' MicroAce 1348 East Edinger, Santa Ana, California, Zip Code 92705. 

I or phone (714) 547 2526 quoting your Credit Card Number 



Quantity 



Description 





MicroAce Kit 1K 


$149.00 






MicroAce Kit 2K 


$169 00 






Manual 


$10.00 






1K Upgrade Kit 


$29.00 




Shipmen 
add 6% 


ts inside California 
TAX 


TOTAL 





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Check 

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Exp. Date- 



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